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Further, even better balance improvements!



Hello warriors!

The last week was just prelude – today’s update introduces even more and even better balance improvements to provide the best gameplay and PVP experience possible. Ready your weapons, push the enemies back and claim the lands!

For the Motherland!



Balance:

After the extensive analysis, we’ve come up with several improvements to the game’s balance aimed to improve the experience for underdog nations players. These changes are vital to the game’s core – open-world PVP. While a year ago there were 2 underdog nations in every server, at this very exact moment only one server has just one nation tagged as underdog. Anyway, we keep working on improving the game’s balance all the time, as its the core of fair and fun PVP for everyone.

– From now on, only the underdog nation’s players will earn Glory Points when fighting in its homeground – this change was introduced to encourage searching for challenging battles and opponents in order to climb up the leaderboard and give some breath to the nations that were pushed back to their main city
– From now on killing an underdog nation player is rewarded with 100 Nation Points – that number will be the maximum nation points pool in that case and distributed between players with an assist system; still, the underdog nation players will lose 500 points for dying and will gain 500 for killing enemy players as before
– Disabled moving via Logistician to the minor flags of a location which is currently attacked during a siege event to solve an issue with the players bypassing the queueing system and disturbing the siege events balance – it is still possible to get to such areas on foot
– Updated joining the siege events and Valley of Death Tournament for overpopulated nations in order to increase the chances for underdog factions in these controlled-environment PVP scenarios – from now on, players with the lowest level have the highest priority to join them (taking the highest level of all characters of a given player); please remember that this change applies only to the nations which are clearly stronger than any other one on a given server
– From now on, the time to drop the activity during the State of War depends on the number of guild castles controlled by a nation – the more GCs a given nation controls, the slower the activity meter decreases; It will create more possibilities and give more time for underdog nation guilds to try to get into possession of a Guild Castle
– Introduced the respawn time modifiers causing that the respawn is shorter by the native players and longer for the others when fighting over:
  1. The native non-looting areas of any nation, to prevent breaking the nation's power and pushing it back to the capital
  2. A few closest homeground locations of an underdog nation, to allow such a nation to push the enemies back and mobilize




New players experience:

– Introduced a new questline for the Midland players, following the announced plan of adding new quests in order to improve the new players experience – the new questline is an extension of the storyline started with the recently updated starting Midland questline and it introduces a lot of brand new locations, as well as some new in-game tutorials which will be introduced for the other 2 nations too
– Updated the order of unlocking the Sangmarian starting quests – The Disappearance of Claretta is now available before enabling the quests at Basilea Farm and Baalhammon Farm, since the latter two are more difficult to complete and they used to push the players more into the central parts of the world before they were ready for it

Quality of Life:

– From now on, the gate doors are not respawning as long as the location is tagged as besieged – this change was heavily requested by the Community
– Improved the interface of announcements displayed in the main menu
– Boosted rewards for completing the Sorcerer’s Tower events that were placed in the distant areas, hence they weren’t visited as frequently as the others: near the Volcano, behind Hordun Temple and on the traitors island
– Added aa confirmation window appearing when a player tries to sell an item to an NPC vendor much cheaper than its average price in the market
– Introduced the bleeding effect applied by NPC enemies which are using daggers, or stabbing with one-handed swords
– Numerous minor optimization improvements in the code
– Numerous minor tweaks to the placement of NPC enemies



Siege engines:

– Pouring burning oil onto enemies will now count as the assist damage
– Fixed a bug causing that the siege engines were levitating after spawning
– Fixed a bug causing that the force applied to siege engines by multiple users was multiplied linearly, allowing to move them too fast and glitching them through gates or avoid damaging the chassis
– Fixed a bug that allowed shooting with catapult through the gate roof

Fixes:

– Fixed a bug causing that after a Guild Castle was captured by another guild, all structures tagged destroyable before State of War was still tagged after capturing the GC
– Fixed the Bullseye ability
– Fixed an issue causing not refreshing UI when leaving and joining back tournament queue
– Fixed an issue with main and glory arena teleports
– Some more fixes related to teleporting characters onto models of decorations, farming or player placed workshops

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Hotfix 2020-02-10

Balance:

Basing upon the Community feedback and the data collected after applying the latest update, we’ve made several tweaks to the recent balance changes. From now on, the rewards for fighting the players of an underdog nation are proportional to the balance differences – of course, the difference between nations needs to be high enough to even trigger these safeguards:

– From now on, strength of the “Balancing system” effect, which increases the number of earned gold and experience for the underdog nation’s players, is proportional to the balance system score difference between an underdog nation and the nation with the highest score at a given time
– Updated the Glory Points gain for besieging locations in the underdog nation’s homeground – the attackers get Glory again but it’s decreased proportionally to the balance system score difference between an underdog nation and the nation with the highest score at a given time
– Updated the Nation Points gain for killing the players of an underdog nation – although it’s still decreased, the number of Nation Points earned is now proportional to the balance system score difference between an underdog nation and the nation with the highest score at a given time, varying from 100 NP when the enemy nation is completely outplayed to 500 NP when the balance score difference doesn’t exceed the limit required to trigger the underdog status

Please remember that all these safeguards activate only if the balance score difference is high enough to actually tag a nation as an underdog – lowering the rewards won’t even happen until a long-term disbalance comes into place!

Fixes:

– Fixed a bug causing that attackers could lose Glory Points after losing a siege over the underdog nation’s homeground location with a negative personal Glory score (already applied on weekend)
– Fixed a bug causing that vertical doors didn’t open, especially in world events (already applied on weekend)
– Fixed a bug causing that players shooting a catapult or trebuchet at the allies, or using oil at them, received the traitor status (already applied on weekend)

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Hotfix 2020-02-11:

After closely checking the statistics of weapon usages at various places for the long time, we have decided to do some tweaks related to the bows. First, the PVE usage was close to being obsolete due to the nature of NPCs having much more HP than the players and in the end, a bit different nature of PVE gameplay. For that reason, the PVE damage for bows has been increased by 50% for better playing experience.

Same time, we do know that the difference between a "good shot" and "random shot" is simply huge. There are many factors in Gloria Victis which affect the final damage – not only related to weapon damage, player stats or skills but also to the power bar, weapon durability, picking a proper weapon to counter your enemy or aiming at the correct place.

It is all the part of the skilled gameplay, but it also creates a very huge, and often frustrating gap where a shooting player can be frustrated because he didn't hit another headshot or backstab – and a player receiving damage might feel that he was getting one of the “big” shots.

For that reason, we have removed the possibility of backstab with a bow for both PVE and PVP (which with the full dex character could mod the damage by x1.27) but at the same time we increased the base damage by 10% to adjust that removal. Thanks to this small change, while the archers will feel they’re more effective in different combat scenarios, the enemy players won’t be punished any longer for receiving shots they didn’t even have a chance to block, which should improve the balance in castle sieges too.

Please don't consider this change as the final one – we want to collect your feedback and iterate it quickly in the following few days. Thanks in advance!

At the same time, we are aware of NPC archers issues - while it requires lots of work, and we are focusing on horses mostly now, a quick solution to make the issues with the lower, same time keeping them in-game was to add less accuracy to their shots, especially for the lower level NPCs.

Moreover, we have updated the algorithm of the time required to drop the attackers’ activity during the State of War. The changes will be more smooth now, as the activity dropping speed is changed slightly for every Guild Castle controlled by a nation instead of doing it for larger thresholds.

Other than that, this hotfix introduces many further improvements to the recently updated Midlandic questline and a fix to the bug causing that attaching more players to the siege engines didn't increase their movement speed.

As always, we are open for the feedback on the changes!

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Hotfix 2020-02-13:

The last week’s update added new balancing systems with effects scaling proportionally to the power of disbalance. We now decided to remove one of the old balance safeguards – a debuff causing that guilds of a nation which balance meter score outbalanced two other nations didn’t get the money spent by the enemies for tokening a Guild Castle after a successful defense, and that such a nation didn’t get any bonus for controlling Guild Castles.

The buff no more takes sense due to the latest changes which scales with the domination difference, and combined with the latest changes took too much reward for playing better. For that reason it was removed.

Also, the recent changes done to archery removed the backstab mechanics, which could increase the archer’s damage by 30%, at the same time compensating it with a slight (10%) increased overall damage. However, we noticed that the headshot damage can reach too high values, so it’s been reduced to compensate the the 10% damage increase done before.

An interesting fact: the only server which has any nation tagged as underdog at the moment is Monteverde, while the other servers have none.

Balance improvements! (Update v.0.9.1.3 – Steam Patch 209)



Hello warriors!

Check out the new weekly update which includes several balance improvements! We hope to see much more open PVP action now thanks to the new position of Seaclaw, the change of which greatly reduces the distance to Ulfgard, mirroring the other links.

Also, we’ve improved the spawn area in Baalhammon, the capital city of the Sangmar Empire, to solve the issue of players being spread too wide, which affected the perception of the nation’s population. The spawn area has been rebuilt in the fashion of the Midland and Ismir capital cities – we hope you’ll like it!

Of course, there are many other changes, most of them being directly requested by our Community. And we're happy to welcome TheLazyPeon back to Gloria Victis, and we're glad to see that our hard work put into updating Gloria Victis every single week is appreciated. Enjoy watching!

[previewyoutube][/previewyoutube]
By the way, we’re going to run another round of the mounts tests today by spawning the mounts for some random players. Be sure to get in game to check the improved horseback combat with powerbar dependent on the mount’s speed!

See you in battle!

[Screenshot at the top made by Slayer - you should've received some bonus for the screenshot, so check your Ambers!]

Changelog v.0.9.1.3

Balance:

– Updated the position of Seaclaw and its minor flags – the distance between Seaclaw in the former position and Ulfgard had negative effects on the amount of PVP happening in this area; since the distance has been standardized with other links, we hope to see more action here
– Updated the positions of dynamic events, resources and NPC enemies in the Seaclaw area
– Updated the players’ spawn area in Baalhammon – due to our extensive analysis, the architecture of this city, it was hardest for the Sangmar players to see their allies in the capital, so the spawn area has been rebuilt in the fashion of the Midland and Ismir capital cities to allow for easier interaction between players
– Added safe zone protection to siege engines when they enter the safe zone for the controlling player’s nation, and when the controlling player has attached to a siege engine while being in a safe zone – this change will help warbands to mobilize for sieges and give them a chance to start an attack from the siege camp without being spawn-camped
– Updated the placement of tree nodes in the Sangmar area and added more of them – especially near the Basilea Farm and Basilea Mine – because with the already existing nodes in these locations, some players could have troubles to find enough wood, especially compared to similar locations for Midland and Ismirs

Quality of Life:

– Replaced the Raiders NPC enemies between Baalhammon Lumbermill and Scarsdale with Armoured Thugs because the former NPCs were too high level for this area
– Moved “Defend the Spy!” event from the Scarsdale siege camp area to the east, closer to the SIrius’ castle
– Updated the position of Mercenaries Recruiters, who offer an option to move to a dominated nation, to the central area of each capital city – by the Logistician
– Reduced the time required to roast meat in the player-built furnaces by 50% to tune down the recent changes which standardized the roasting time for all meals
– Removed the candies from the loot tables of the Team Rocket anti-bot NPCs
– Added possibility to collect water from fountains
– Updated the visuals of money earned in the notifications interface
– Updated the guild’s activity algorithm – it should now be easier to maintain a satisfying activity ratio for large guilds
– From now on, the guild’s announcement won't be automatically removed from the recruitment board after a week if the guild’s activity is higher than the lowest level
– Minor improvements to the first stage of the starting Midlandic questline

Fixes:

– Fixed an issue causing that the Arena Points used to reset when changing nations – it should only happen with the Glory Points, since the Arena Ranking is multi-nation, while in the Glory Ranking the players compete only with their allies
– Several fixes to reported level design bugs and glitches

P.S. Adventurer's Diary: the first tourists come to visit the renovated Baalhammon central square:

New Ismir medium armor weekly improvements!



Hello warriors!

Another weekly update just hit the servers! Besides of numerous gameplay improvements and fixes to reported bugs, this week’s update includes the updated look of the Ismir top-tier medium armor, which was requested by so many players. We hope you’ll like it, as well as the other changes!

Also, a Steam sale is going to start today. 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!



We are happy to invite every new player. Together, we can create a truly unique open-world MMORPG experience. Join the battle now and start your own medieval journey now!

For your first steps, you might find it very helpful to get a read through the guides made by our players: https://steamcommunity.com/app/327070/guides/

Also, be sure to watch out this combat video tutorial from which you will quickly learn both the basics and advanced combat mechanics. Knowledge is the key to wage a successful war!

https://youtu.be/FOsaO3FtKC0
If you’d like to talk to our team, you will find us both in the Steam forums and on our official Discord channel.
You can also contact us via this email to reach technical support: [email protected]

See you in battle and have fun in the game!
[Screenshot at the top made by Siegbert]

Changelog v.0.9.1.2.1



Quality of Life:

– Updated the look of the Ismir top-tier medium armor – replaced it with completely new models, since the former set is used by a few lower tiers already
– Updated one of the central locations of the Midland’s starting questline, improving the hunting stage and making it easier to start the “Fire and blood” quest
– Updated the display range of quest markers indicating specific distant targets: travel target, siege engines and destructible objects – their markers should now be visible from a much larger distance
– Slightly increased the Midland’s safezone to cover the final area of the starting questline
– Updated the duration of buffs applied by alchemic potions to standardize them and eliminate issues occurring when a potion applies more than 1 buff
– Added tooltips with descriptions of the guild ranks



Fixes:

– Fixed an edge-case bug causing that the nation’s rewards for Deadly Harvest event could vanish after a server’s restart
– Fixed a bug causing that tokens put on neutral Guild Castle were set on a previous State of War which led to the SoW date issues
– Fixed an edge-case bug in Benton’s dialog preventing players to start the “Fire and blood” quest in the Midland’s starting questline
– Fixed a bug preventing players to respawn during the Valley of Death tournament with “Regroup” mode active if the player died right when the respawn counter reached 0
– Fixed remaining cases of food (roasted meat and fish) which used to be crafted instantly on the player-built campfire
– Fixed a bug preventing the guild’s Viceleader from placing tokens on the guild provinces
– Fixed a bug causing earning the “Pretender” Steam Achievement for earning the in-game “Gladiator” player title – now such a player should properly earn the “Gladiator” achievement
– Fixed a bug causing that if an item put into the player-built furnace couldn’t stand the current temperature of the furnace, it was being burnt almost instantly
– Fixed a bug causing that a player would gather a resource while not being in the interaction state
– Fixed a bug causing that the vignette indicating a tier of an item used to disappear after moving an item to the depot and re-opening it
– Fixed displaying the guild’s Viceleader rank in the rank change dropdown

New Glory Season Achievements Update! (Update v.0.9.1.2 – Steam Patch 208)



Hello wariors!

Let us welcome you to the new Glory season! The top players of the just ended season have earned their rewards and titles, so time to compete against the others and fight your way to the top of the ladder!

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 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!

As always, the update also includes a lot of quality of life improvements and fixes to reported bugs. Check them on your own!

See you in battle!



Mounts Progress:

We’re making steady progress with implementation of the mounts system. We’re heavily iterating on the mounted combat, since its core has already been implemented, to provide you the best possible experience. However, it’s a huge – most probably the largest in the entire history of Gloria Victis – and multi-layered feature, requiring many additional mechanics. We’d like to give you an insight on one of them: the mounts progression!

We feel that the implementation of mounts will be a perfect moment to expand the progression-related content. For this reason, we’re going to give you more freedom and let you become a tamer! Each player will be able to own a number of different mounts at a given time, although only one will be available at the given time, until a player visits the stables to select another mount as the active one.

It will be important to select the right mount depending on a situation, as you will be able to train them within a variety of builds. Your mounts will be described by a set of statistics – it means that you will be able to train a mount into various builds suitable for specific scenarios: open-field combat, scouting and chasing or simply a way to travel – all within the potential of your current mount. But to let this happen, a mount will have to earn experience – not only for combat but also for riding. Since this mechanic will allow the tamers to search for many mount’s builds and make a living on trading the well-trained horses, it will also add the end-game progression after reaching level 100!

Also, it will have a great positive impact on the game’s player-driven economy. We’re going to create a dedicated market for mounts, which will be accessed from the stables, so skilled tamers and mounts vendors will have a chance to get famous and rich doing their trade.

We’re excited to see the mounts system coming closer and closer to the final shape!


[Screenshot by xDevos]

Changelog v.0.9.1.2

Rankings & Achievements:

As it was announced several times, yesterday was the last day of the previous Glory season – a day where gaining Nation Points is not possible and the scoreboards of other season-based rankings (Glory and Arena) are frozen, except for the Guild ranking as players donate their NP to the guilds on this last day, helping their guild climb up the rank table. For this reason, as in the beginning of the former season, by the start of each new season each player’s Nation Points are wiped, giving each guild equal chances to win the new season and encouraging guild members to donate NP to their guilds.

Moreover, we’ve updated the mechanics of titles earned in the rankings. The titles for performance in Arena and Weekly rankings are being disabled after the following season’s end, which increases their value but we felt that the player’s progression should be more permanent.

For this reason, the titles earned for the player’s performance in these ranking will now also be additionally rewarded with achievements counting the number of times the player earned a given title, including the already earned ones!

Moreover, the same system has been applied to the titles for position in the Glory ranking. The exception is the God of War/Goddess of War title – besides of an achievement, a player will also earn a permanent title (Primaeval God of War/Primaeval Goddess of War), as well as the God of War's Hood skin, so earning the top place in the Glory ranking in the past will be additionally rewarded. Moreover, the skin has been finally added to every player who has ever earned this title in the past but hasn’t received the skin yet due to the bug.

Thanks to these changes, you will be able to track your achievements more precisely and their value will increase, as now they will be counting how many times you’ve earned a given title. Good luck on your way to glory!



New achievements:

– Performance in the Glory ranking:
  • God/Goddess of War – Make 1st place in the Glory rank table at the end of the previous season
  • Warlord/Warlady – Make the 2nd place in the Glory rank table at the end of the previous season
  • Champion – Reach the 3% of top players in the Glory rank table at the end of the previous season
  • Veteran – Reach the 7% of top players in the Glory rank table at the end of the previous season
  • Pretender – Reach the 15% of top players in the Glory rank table at the end of the previous season
  • Gladiator – Reach the 35% of top players in the Glory rank table at the end of the previous season
  • Highest Glory level – the highest Glory level ever earned by a given character

– Performance in the Arena ranking:
  • Arena Master – Take 1st place in the Arena rank table
  • Duel Master – Take 2nd place in the Arena rank table
  • Duel Veteran – Take 3rd place in the Arena rank table
  • Duelist – Reach the top 10% of players in the Arena rank table
  • Highest Arena level – the highest Arena level ever earned by a given character

– Character progression:
  • Earn max level
  • Earn max level in any craft
  • Earn max level in all crafts
  • Number of crafted top-tier items
  • Number of items reinforced to +7

– World events:
  • ”Valley of Death” tournament victories
  • Number of the nation’s MVP earned in the ”Valley of Death” tournament

– Open-world activities:
  • State of War victories
  • Number of looted enemy players
  • Number of revived players


Gold for positions in the rankings:

Since Glory has recently become a nation-based ranking, we had to adjust the rewards to prevent over-inflating the market with gold. However, we didn't want to reduce the values of individual rewards too much. For this reason, we decided to change the number of players of rewarded with gold – from now on, its given to the top 30 players of each nation (the previous limit was top 100 players, but it counted players of all nations from a given server. Moreover, rewards for the top 3 positions in the Arena ranking have been increased to equalize them with the values for Glory.

Current rewards in gold:
  • 1st place – 50 gold
  • 2nd place – 20 gold
  • 3rd place – 15 gold
  • Top 10 – 4 gold
  • Top 20 – 2 gold
  • Top 30 – 1 gold
Quality of Life:

– Updated the automatic State of War triggering (tokens placed by guilds Brandon, Ragi and Sirius) mechanic to prevent an edge-case when the Open SoW would start on Sunday instead of Saturday
– Optimization improvement related to calculating the current modifiers coming from equipped armor
– Updated the NPCs aggro mechanics
– Several Improvements to the recently updated starting Midlandic questline
– Improved the text formatting in the effects’ tooltips
– Improved scaling various tooltips in the game to the text
– Several minor improvements to the tooltips' interface
– Improved the date formatting in Notifications Center



Fixes:

– Fixed a bug causing that vice-leaders of guilds didn’t earn Guild Points for controlled guild castles
– Fixed an edge-case bug preventing Midland players from taking reward for the starting questline
– Fixed a bug causing that some Midland players couldn’t start the quests at Dunfen Farm and O’Nar’s Farm after completing the starting questline
– Fixed an edge-case bug preventing players from purchasing goods from the Glory vendors despite having enough Contribution Points
– Fixed a bug causing that the NPC guards of the spawn chambers/platforms in main buildings of player-controlled castles aggroed on enemy players from far distance, despite not being able to reach them
– Fixed replacing the enemy chat messages with words from the lore-based languages – it’s now case-sensitive

Midlanders’ quests updated! (Update v.0.9.1.1 – Steam Patch 207)



Hello warriors!

This weekly update introduces a massive improvement to the starting quests of Midlanders nation. An epic story of war and vengeance, taking place in new breathtaking locations, awaits you! The changes done to these quests are a part of the planned updates which will introduce a group of new quests – read below for details!

Moreover, we’d like to give you the date of the new Glory season’s start! The current season will end on Thursday, Jan. 16th. We’re finishing the work on many improvements to the rankings system, including the rewards and their UX and other aspects related to the seasons themselves. For this reason, the end of the current season had to be postponed a bit so we can finish the implementation of all the planned improvements – but we're on the final straight!

See you in battle!

Changelog v.0.9.1.1



Quests:

We’re following the plan of adding new questlines for Midlanders and Ismirs so they will have as much available quests as Sangmarian players do now. For this reason, we had to update the existing starting Midlanders’ questline to make space for new quests in their starting areas, the same way as the Sangmarian quests have been implemented and as we did for Ismirs recently.

Moreover, we took the opportunity to improve the overall flow of this questline. Since only a few mechanics were available when this questline was originally implemented, we now added much more variety to it. We also updated the locations these quests take place at. Since it was a complete overhaul, we had to reset the progress of these quests for all players who have started but not completed them, to avoid potential technical issues.

However, we believe that these quests will be much more enjoyable now, so these players can get the best possible experience when playing them. Now we will work on adding a brand new questline for Midlanders, and then do the same for Ismirs.

– Updated the Midlandic starting questline (“The first day on duty”) and its locations
– Wiped the progress of the Midlandic starting quests for the players who have started but not completed them, to avoid potential technical issues
– Updated the position of Great Hunt events in the Midland’s starting areas



Quality of Life:

– Improved and re-introduced the “One To Rule Them All” mode for Valley of Death tournament; from now on, the central flag will appear at a random time after the tournament starts, and capturing it will end the tournament before the regular time ends
– Increased the Nation Points regeneration when playing a dice game against another player
– Improved the farming system – from now on, removing weeds and watering plants shortens the growth time
– Updated the Valley of Death tournament’s interface displayed right after the tournament’s end
– Added a confirmation box when removing a player from a guild
– Improved switching between different level of details of the player-built Bloomery
– Improved the quest markers’ visibility on the minimap
– Added 15 new voice SFX sets for humanoid characters
– Added an SFX for clicking a dialog option
– Added displaying a combat tutorial notification after dying in PVP to help new players improve the combat skills
– Added a name prefix to all the recipe scrolls
– Improved the placement of the NPC enemies in the Ismirean starting areas
– Numerous minor interface improvements
– The Christmas content has been disabled



Fixes:

– Fixed a bug causing that the current main server didn’t refresh in the same session in which it was changed
– Fixed a bug causing that players could obtain Nation Points in the Valley of Death tournament which could lead to balance issues
– Fixed an edge-case bug causing that the season-based guild ranking could display only part of the data
– Fixed a bug causing that the Sangmarian players couldn’t earn 3 stars in the “Rite of the One” world event
– Fixed a bug allowing to upgrade various structures above the main building’s current upgrade level
– Fixed an edge-case issue causing that character could be damaged while unlocking the inventory/deposit slots, either when spamming the button or when playing with high ping
– Fixed a bug causing that stackable items (i.e. crafting materials and food) had the quality affix displayed
– Fixed a bug causing that destroying a decoration removed one of the existing workshops, if a player has built one
– Fixed a bug causing that some resources belonging to the player-controlled locations didn’t spawn properly at the server’s start
– Fixed an edge-case bug preventing players from taking reward for a dynamic event
– Fixed assigning rewards for the Valley of Death tournament: Glory Points and Contribution Points magnified by the score and player titles for achievements during a tournament
– Fixed a bug causing that a player standing on the rooftop of a respawn chamber in wooden keep, upgraded up to level 1-3, would not be lootable
– Fixed a bug causing that NPCs could walk through the player-built Lumbermill upgraded to level 3
– Fixed a bug causing that the nation assignment of a siege engine remained after its respawn
– Fixed a bug allowing players of different nations to control a siege engine at the same time