1. Gloria Victis
  2. News

Gloria Victis News

Weekly Update 224 – Even More Improvements, WIP Insight & PVP Event Coming!

Hello warriors!

Another part of the Quality of Life improvements and bug fixes requested by the players is live! This time we focused on improving the interface of the Notification Centre, but you might also appreciate indicating the new items in your inventory Also, we’d like to give you an insight on our further plans – read below for details!

Also, don’t miss the PVP event this weekend! It will start at 9:30 PM GMT (Sunday, June 7th). Join us in the arena on [NorthAmerica] Aquilla 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]Work in Progress Insight:[/h2]

For the last 2 months, our Weekly Updates were mostly made of bug fixes, Quality of Life improvements, and optimization changes. We’re still following our plan for such tweaks – including further 25 combat improvements – but we also move some of our resources into implementation of features which were promised some time ago:
    Fishing – that’s right, we start working on this feature. It means you’ll soon be able to take a sit by the river with a fishing rod and look for the biggest fish out thee!
    Group vs Group matchmaking – the first step on the way to implement the planned automated 5v5 tournaments! The first iteration, aimed for next week, will allow you to create a group of at least 2 players and look for another group that you’ll face in a dedicated arena.

    See you in battle!

    [h2]Changelog v.0.9.3.9[/h2]



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

    [h2]Notification Centre Interface:[/h2]

    – Messages are now sorted by the message receiving date
    – Auto-opening tab with message when opening the Notification Centre
    – The current patch notes notification will no longer displayed at every single log in after getting closed by the player
    – Messages requiring interaction, such as rewards, are marked as unread until the player makes an interaction
    – Added new notifications to increase the awareness of existing rewards
    – The “OK” button in the messages has been changed into “Read” button which shows them in a pop-up and delete them from the Notification Centre

    [h2]Quality of Life:[/h2]

    – Added a visual indicator of a new item – from now all new items in your inventory will be marked by a yellow icon helping you locate them in your bags
    – Updated the bow tutorial’s GIF
    – Updated the arena duels registration blocking system – if you’ll abandon 3 duels to which you’ve registered within 5 minutes, you won’t be able to register again for the next 5 minutes; the change was made because joining a duel can be canceled by mistake, which prevented some players from joining another duel for a while – now it should be more convenient
    – Updated the cooldown for calling a mount in response to Community requests, so you won’t be forced so often to wait for your mount in the capital – the cooldown is no longer applied at logging in to the game or when you die but if you had the cooldown before logging out, it will apply
    – Added protection to Duel Arenas from exploiters using siege engines to get inside the Arena and kill players dueling for the ranking

    [h2]Fixes:[/h2]

    – Fixed using the “Unstuck to capital” command in the arena – due to a bug, the player was moved to the arena spawnpoint rather than to the capital
    – Fixed issue with missing resources nodes at the flags – there was an edge case causing related to upgrading the flag when resources weren’t spawned which caused that the couldn’t respawn until the server restart
    – Fixed the “Show on map” button in the objectives log
    – Fixed the dialogues of Dag and Yngvir in the Ismir starting questline – some players canceled their dialogues after taking rewards but before taking the next quest, so they had no clue what to do next

    Weekly Update 223 – Another round of Community-requested improvements!

    Hello warriors!

    We keep focusing on improving Gloria Victis in response to your recent suggestions and turning them into reality, namely the most important factor of the game: the combat. According to your feedback, the last update greatly enhanced the player synchronization, so here’s another round of such improvements!

    On the other hand, there are numerous tweaks to recently added Temple of Doom world event, various gameplay improvements and fixes to reported bugs.

    Check the update on your own!

    [h2]Changelog v.0.9.3.8[/h2]


    As always, the screenshot's author is rewarded. Sir Gus – check your Ambers after the next scheduled update!

    [h3]Combat:[/h3]
    – Added a missing stagger when the mounted player hits the block with a light attack (green powerbar) – due to a bug, mounted players didn’t receive such a stagger, which allowed them to keep spamming with attacks without any risk when the mount stood still in place
    – Improved the Free Camera when mounted – holding the Free Camera key allows you to rotate the camera as you want, without rotating your character, the same way as it works for foot characters; before this change, it was rotating the character on the horse, so when you looked behind you you could get shot with an arrow even if you had a shield on your back
    – Fixed few edge cases connected with the movement prediction on the server, causing desynchronization of the players
    – Fixed edge case causing improper display of the movement state of the other players – sometimes player have stopped but others have seen him running
    – Updated the way the feints uses stamina – it wasn’t rare to see players feinting as many times as possible every single second (or up to 6 times per second due to the controller’s restrictions) to confuse the enemy with weirdly mixed animations; for this reason, such a move eats more Stamina now: cancelling the light attacks (green powerbar) costs 2x more Stamina than for regular attacks (yellow powerbar), while cancelling the full-power attacks consumes no Stamina
    – Updated the arrows ballistics to improve the archers’ experience and give it a more realistic feel, so now arrows fly faster at the beginning now, which also makes the aiming more reliable
    – Improved the player’s acceleration – it should be more dynamic now, especially when mounted
    – From now, being shot with arrows triggers the "Combat Mode” [a state when i.e. the character can’t sprint after being hit] only for strong shots (red powerbar), so spamming the enemy with minimal damage to just slow them down will be less viable; this change applies to both players and horses
    – Updated the algorithm of “body-bumping” when the player runs at another character, so now the player’s speed change it’s more accurate to the angle of contact

    [h3]Temple of Doom world event:[/h3]
    – Updated the event’s rewards, increasing them a bit
    – Introduced an additional stage in the halfway of the event
    – Boosted the traps by increasing the damage they deal and reducing their cooldowns
    – From now on, the traps at the final boss stage launch regularly instead of a single activation
    – Increased the HP and damage reductions of the burning Drowned Maids
    – Increased the damage reductions of the Prioress, the main boss of the Temple of Doom event
    – Replaced the mini-boss with the Drowned Maids’ Queen

    [h3]Quality of Life:[/h3]
    – Reduced number of guards at minor flags – as we upgraded the AI not so long ago, we have decided that minor flags do not need such many defenders
    – Added protection for packs and items from the Supporter Shop – from now you can’t loot packs of the skins and items like abilities reset etc.
    – Added tutorials for quests – they appear in a proper moment when progressing through the quests, hinting the players to equip a proper weapon or shield
    – Some UX upgrade of the tutorials, to not allow the situation when you can’t get rid of the tutorial
    – Disabled entering the First-Person view when displaying emotes since it allowed to look through buildings and fortifications and was used to spy the enemy players
    – Improved detection of the quick attacks in combat tutorial

    [h3]Fixes:[/h3]
    – Fixed an edge case bug causing the State of War set to a past date – from now you can’t start the preparations on a province belonging to a guild which owns 2 guild castles during the ongoing State of War on the other one
    – Fixed bug causing that the corpses of Drowned Maids blocked access to their loot
    – Fixed arrows hanging in the air after shooting the animals
    – Fixed a bug causing that the cooldown on abilities started counting from the moment of the ability activation rather than the time of their end, which led to desynchronizing the cooldown on the interface
    – Fixed a bug causing that the effects indicating activated abilities and their cooldowns used to disappear from the interface after player’s death
    – Fixed a bug allowing to exploit the 1vs1 arena duels by leaving without any penalty using the siege event invitation mechanics
    – Fixed the found edge case bugs causing that players were stuck at some quests

    Weekly Update 222 – New world event added!

    Hello warriors!

    We would love to present to you a new world event: the Temple of Doom! You’ll face new dangers – and we don’t only mean the enemies, but the ruined sanctuary itself as well. Explore the new location, face the challenge and fight for loot and glory!

    Apart from that, also made some long-awaited changes to the siege preparations on Guild Castles which should help both reduce the occurrence of “troll tokens” and give smaller guilds more opportunities to fight for lands. Moreover, this update introduces improved tutorials for new players, so they’ll provide more details about the game’s basics. And, as always, we made some small UX changes and fixes which you’ll read about below.

    See you in battle!
    [h2]Changelog v.0.9.3.7[/h2]


    As always, the screenshot's author is rewarded. RicharzBlood – check your Ambers after the next scheduled update!

    [h3]Siege Preparations on Guild Castles:[/h3]
    The data we collect says clearly that tokening the Guild Castles takes place almost only if the attacking guild is completely sure of its strength. We also noticed that the majority of successful tokening happened around the State of War time frame, or at the end of Daylock.

    Knowing this, we decided for 2 changes: to allow the defenders to interrupt the siege preparations, and to reduce the tokening price.

    From now on, if the owners of a Guild Castle will push the attackers away, the activity will start to drop. After 5 minutes of no activity, the tokening will end with fail and the defenders will not be forced to stay at the guild castle all day long to prevent losing their province. Moreover, the time when you can start the preparations is now officially restricted to the window ranging from 2 hours before the province's State of War time, to 2 hours after.

    On the other hand, placing a token costs 2x less after this change, so smaller guilds will have more opportunities to fight for lands. We also hope it’ll create more opportunities for brave attacks, since now you risk much less.

    We believe these changes will bring more dynamics to the fights over Guild Castles!


    [h3]New World Event:[/h3]
    The Temple of Doom is a brand new world event taking place in the cliff at the Wildfen swamps.
    This event introduces some new types of NPC enemies, as well as new mechanics and solutions which can only be found here. It launches after finishing one of the events in the middle of the map – Heathen Plague, The Griffins Company or Rogue Highlanders.

    [h3]Tutorials Update:[/h3]
    The new tutorial will start for players who didn’t finish it or haven’t been logged in for last 3 months. Tutorial cannot be skipped, it is moved to the middle-top of the screen and contain tasks to do. We have focused mostly on combat to show things like possible attack directions – combat is most important part of our game, it keeps changing and we want players to know how to fight.

    [h3]Fixes:[/h3]
    – Fixed gate to Black Sickle champion from quest Troubles at Dunfen Farm – sometimes it didn’t open after using the lever
    – Fixed issue causing that event Enclave of the Rejected wasn’t starting at all, which was also reducing number of events on the middle of the map
    – Fixed a bug in the movement system – slide or falling for very short time (shorter than 1 second) will no longer change the players state into running and consuming stamina

    Weekly Update 221 – New Glory Season & Synchro Update!



    Hello warriors!

    The new Glory season arrived! Kudos for every participant, and congratulations for the best players and guilds in the rankings. It’s our tradition that we publish something big with the start of new season – sometimes it was content, sometimes a new system, or important changes to rankings, like introduction of Glory per nation or seasons of guild ranking. This time we’ve got something special for you too, but it is different than before. Today we want to present you a huge synchro update!

    First of all, we want to thank all the players who sent us tons of movies with /showuidebug command. It gave us a lot of data to analyze and greatly helped us locate the current issues. The changes done to synchro, which you can find below, are just a first part so be encouraged to send us even more reports if you’d find any further issues – it helps us a lot!

    We were gathering lots of performance logs over the last few weeks so we could continuously improve the overall performance of our servers. We are satisfied with the results, especially when biggest battles happens the average server FPS increased significantly. Due to the performance improvements we recently had, we made a tweak increasing synchronization tickrate above normal numbers if the server holds target FPS.

    From the player perspective, though, the desync always feels like direct issue of server performance. Obviously, if there are issues with the server-side performance, desync is going to happen, but we’ve found out that this was way more often related to edge-case bugs, not the servers’ optimization.

    It wouldn’t be possible if not the players support showing us movies with exact issues reproduction. Once again, thank you all for your help!

    Also, a little explanation about the new Glory season for the new players: Glory is a season-based ranking which rewards you for activity in the faction v faction v faction PVP. The seasons last about 2 months and the top players are rewarded with unique titles, achievements and gold. Also, every Thursday night you’ll get Contribution Points – an in-game currency used to purchase special items from the Glory Quartermasters. The amount of earned CP depends on your position in the leaderboard, so climb up!

    Take your chances and climb up the ranking ladders over these last few days of this season. The fame and rewards await!

    See you in battle!

    [h2]Changelog v.0.9.3.6[/h2]


    As always, the screenshot's author is rewarded. BeskarionYT – check your Ambers after the next scheduled restart!

    [h3]Synchro/Controller changes:[/h3]
    We had a big run with the games comparable to Gloria Victis, and all of them had one common difference – you were either unable to achieve full movement speed with such a short time (in GV it was 0.3s, no matter if you were trying to switch from running backwards to
    sprinting forward, or getting from idle to walk speed). We have changed it, so now you can only gain or lose a specified value change of your speed within a set amount of time instead of constant 0.3s for changing the movement speed in any case, as its been before.

    Obviously, it will now take more time to get from idle to sprint, than it takes from idle to walk – which sounds pretty reasonable, and helps us to improve the synchronizations changes. The same thing happened to max rotations speed.

    Moreover, the double-tapping Shift feature was pretty unreliable for a long time. We even had an option to "Sprint while autorunning" for this reason, and it was even more misleading because when being unarmed, you didn't have to tap the Shift twice, because there was no difference between march and running state at being unarmed. Now, we have made some deep changes to the movement system, which make the controller less complicated and more reliable.

    For that reason:
    • When you don't press Shift – you run,
    • When you attack or get hit – you get into the march speed,
    • When you press Caps Lock – you walk,
    • When you press Shift – you sprint,
    • When you autorun – you need to click Shift once to start sprinting and continue sprinting until your Stamina goes out.


    Moreover, there’s a slight change to the Stamina regeneration. Most of you are aware that previously while standing idle, walking or marching, the stamina used to regenerate faster and faster each second, which was used by skilled players to regen their stamina in combat in no time. This is a part of our skilled gameplay, but you don’t need to press Shift to run anymore, and so you can't get into the march other way than getting into the "Combat mode" [indicated by two-swords icon between the HP and Stamina bars]. For that reason, we have expanded the faster stamina regen mod into the running state too, but with a smaller modificator each second compared to a slower moving player. It affects the mounts too, which also fix issue with Stamina regeneration on autorun when mounted.

    As after being hit, you will get into the march speed, which before you could leave immediately into running - the skill "Survival Instinct" doesn't really have sense anymore. For that reason, it was changed to shorten combat mode from 3 to 2 seconds. Thanks to that, you can earlier start sprinting or regenerate Health Points. According to that, we have given you free reskill which is available for the next 14 weeks – you can use that one time and reset your skills directly from the notification.

    Activities slowing down enemies like legshot, do not affect them anymore – the legshot mechanic will become just a normal attack.

    Detached camera from the character – from now, character follows the camera.

    [h2]Freebuilding:[/h2]
    We have increased the space required to place economic buildings – many guilds were using them to block narrow walkways and build an additional line of defence with them. From now, they need more space to be built.

    This is just a first step of freebuilding changes. We are working on a fix of a bug allowing to build fortifications so they go through the economic buildings and it will be fixed very soon.

    Also, you can expect the improved fortifications models within the next few weeks: they will be adjusted to the grid, which will end the era of exploited guild castles!



    [h2]Quality of Life:[/h2]
    – Updated the Light Praetorian's set with new models (only helmet didn’t change)
    – Models from Praetorian's Robe and Praetorian's Shoes have been moved to Legionary’s ones, because it was using the same model as Veles – thanks to that, you can visually distinguish the armours
    – Reduced the number of carcasses required to butcher the animals (not for old ones)
    – Added notifications about robbed or destroyed workstations
    – Added 4 new mass production recipes – Flax Threads, Flax Canvas, Thin Tanned Leather, Flour
    – Added possibility to set the Mentor until reaching the 100 level – after adding 2 more rewards, for reaching 60 and 100 level, thanks to players’ requests, we have decided that will be handy and give more motivation to help new players – even if they are not greenleaves anymore

    [h2]Fixes:[/h2]
    – Fixed damage type of Raubritters before Brandon’s castle – they were dealing bludgeon damage instead of slashing
    – Fixed reductions of Styrborg Chainmail
    – Fixed drop rate of maps from Exiled Legion
    – Minor fixes of NPCs and resources position or rotation
    – Removed shop from Gunnar Nightroar – it was accessable due to the bug
    – Fixed issue with Ismirean quest, where you had to open again dialogue with Yngvir
    – Fixed rare bug, where there was no name initialised for the character
    – Fixed issue with CoA – due to this bug, some players couldn’t log in to next server restart

    Weekly Update 220 – [Lockdown] Party Time!

    Hello warriors!

    Two weeks ago we have introduced extended party management allowing to adjust it to your needs. Today we want to give you more about the party! From now, the party leader can set one out of four looting types you can share your loot during the raids and a few more options.

    On the other hand,this update brings another round of improvements requested by the Community and introduces important Quality of Life changes and Fixes – like increasing the life of the mounts, improved chances for enchants or fixing damage type of the NPCs. Check the list below!

    [h3]New Glory season coming soon:[/h3]
    We’d like to give you the date of the new Glory season’s start! The current season will end on Thursday, May. 14th. Also, we’d like to remind that the last day of the season – Wednesday – will be a dedicated day of the season's end. It will not be possible to earn or lose the Nation Points at this day and the scoreboards of other season-based rankings (Glory and Arena) will be frozen then. However, it is the last chance to donate your NP to your guild as the Guild Points. When the new season starts, the Nation Points collected by a player will count from 0 as the new season will begin.

    A little explanation for the new players: Glory is a season-based ranking which rewards you for activity in the faction v faction v faction PVP. The seasons last about 2 months and the top players are rewarded with unique titles, achievements, and gold. Also, every Thursday night you’ll get Contribution Points – an in-game currency used to purchase special items from the Glory Quartermasters. The amount of earned CP depends on your position in the leaderboard, so climb up!

    Take your chances and climb up the ranking ladders over these last few days of this season. The fame and rewards await!

    [h2]Changelog v.0.9.3.5[/h2]


    As always, the screenshot's author is rewarded. Veland – check your Ambers after the next scheduled restart!

    [h3]Party Looting Types:[/h3]
    • Assist – Player with the highest participation in kill got priority to loot for a few seconds. – That’s the type you had for a longer time in our game.
    • Free – Every player can loot the victim without any priorities. This type supports cooperation with players out of our party.
    • Party Free – Every party member can loot without priority - looted items belong to a player who picks them up. Other players must wait until the party's looting priority is over.
    • Party – Coins are shared among team members in the same way as the earned experience. Looted items are drawn randomly - the player during looting chooses from two buttons "Need" or "Greed", later these items are drawn among those applying for items. Remember that this particular looting type requires players to actually interact with the victim if they want to take part in Draw for items – why? Because our game got many items. If we won’t do that, we expect spam of pop-ups during raids or had to implement a huge and complicated system of thresholds. We decided to keep it simple because it is good enough for raid bosses and the most important enemies.

    As for now, all the looting types work for PVE only. We want to observe if the system will get a warm welcome, so please give us a lot of feedback about that. When the system will be clear and out of the issues, we will talk with the Community about the next iterations. We're focused on the PVE aspects for now but, of course, we're open for any suggestions regarding possible future player-looting iterations.

    We had to separate loot from the NPC enemies – now it can respawn even if their loot is still on the ground. This was required by looting types that increase the lifetime of looting bags.

    [h3]Quality of Life:[/h3]
    – According to many community requests, gates will no longer respawn during the siege – including the State of War
    – Increased the lifetime of the mounts from 90 to 180 days! – already possessed mounts, also will have their life lengthened
    – Increased chances for enchanting the equipment
    – Updated glory and PVP event memorials
    – Removed Herbalist vendors from the Stoneholm
    – Reduced the durability of static Siege Engines spawning in the quests/event areas
    – Balanced some quests and events on links – after AI changes, we keep working about numbers of enemies on the world, to adjust that to the new reality

    [h3]Fixes:[/h3]
    – Fixed the damage type of NPCs – due to this bug, many NPCs deal bludgeoning damage. From now, their damage type will be suitable for main damage type of their weapon (Piercing – bows, spears; Slashing – swords, axes, knives; Bludgeoning – maces, hammers)
    – Fixed wrong displaying the animator of players with shield and 1h weapon – sometimes you could see an enemy with 1h weapon in hand and shield on their back, it was a visual bug
    – Fixed issue causing that sometimes trade requests weren’t displaying properly
    – Fixed aggro range of the Hordun Farm guards, which was way too short
    – Fixed technical issue with using non-existing items
    – Reduced the Captain Robert’s aggro range, to avoid pulling him out of the quest area
    – Fixed wrong display of quest indicator for Fabia – one of the first Sangmar quests