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Sieges Balance Update! (Update v.0.8.8.9.4 – Steam Patch 183)


Hello warriors!

Another weekly update just hit the servers! It brings the long-awaited feature: possibility to use siege engines in battles over guild castles! There are also improvements to the State of War system requested by our Community and many balance tweaks.

Also, we’d like to show you a little sneak peek from our work in progress! The mounts system still requires quite a lot of work. Also, we’ve received many reproductions on some important bugs, so we’ll be able to fix them – which is always our priority.



Check these changes on your own and see you in battle!

Sieges & Balance:

– From now on, the State of War can end before the set time in case of a troll-token – if there is much more defenders than attackers and attackers don’t actually fight the players of the guild owning a tokened guild castle or players of the same nation within the SoW area
– Allowed using siege engines during State of War on Guild Castles – due to this change, player-built objects in GCs have now the same resistance to damage as in nation-controlled locations
– Updated the mechanics of destroying siege engines on entering a Guild Castle’s area – from now on, if a siege engine was built right inside such an area, it won’t be destroyed this way
– Significantly increased the amount of gold earned for upgrading locations – it still depends on the value of delivered materials but the ratio is much higher now
– Reduced the materials cost of upgrading locations
– Added more nodes of resources required to upgrading locations near castles and towns
– From now on, wooden and stone main building in castles and town require different materials to be upgraded
– Reduced the cost Siege Points to deploy trebuchet from 500 down to 400

Quality of Life:

– Improved the ballista projectile’s trajectory
– Improved synchronizing characters while swimming, jumping, falling down and sliding down the slopes
– Updated models of several buildings with interiors to solve the characters getting stuck in the doors issue
– Numerous improvements to the heraldics system
– Improved the progression flow in Cooking and Herbalism profession
– Improved the position of “ghost” versions of catapult and large battering ram
– Minor improvements to the starting quests
– Added another skin for light shields (Deserter’s Shield, Clan Shield and Scout’s Shield) which was supposed to come in the last update but has to be postponed a bit longer: Serpent Brothers' Shield

Fixes:

– Fixed interrupting reviving by dealing damage to a reviving player or killing him
– Fixed an issue causing that other player’s character could be wrongly displayed as being stuck at some object while being in other place, which could be misunderstood by other players as cheating if they continued to fight; this change was applied in the Monday’s update
– Fixed hitting the upper gate at Hordun Temple with battering ram
– Fixed an issue preventing players from bending vertically when attacking, until the attack was released, which could cause missed hits when attacking a jumping enemy
– Fixed most of the cases allowing to shoot a player through models (buildings and doors) with ballista
– Fixed a bug causing too high stamina drain when sprinting for low-level players in heavy armors – now the proportion between low-level light and heavy armor users is the same as for the end-game characters
– Fixed reported issues with displaying siege engines from far distance
– Fixed an issue causing that one of the Brandon event’s stages (Blood Fortress – Raubritters’ Sergeant) used to start twice in a row
– Fixed an edge-case issue causing that doors destroyed during State of War could not respawn properly
– Fixed exiting the game by pressing Quit button when playing with a traitor character
– Fixed displaying names of some Heraldic Symbols: Snail, Eye and Scorpio

Trebuchets Heraldics (Update v.0.8.8.9.3 – Steam Patch 182)



Hello warriors!

A huge update just hit the servers! What does it bring to the game?
1. New player-spawn siege engines to bring epic destruction upon the enemy: trebuchets!
2. You can design your own personal heraldic now, using dozens of new symbols!
3. More open PVP and melee battles thanks to reduced Nightlock restrictions and improved balance!

Check these changes on your own and join the battle now! Also, a huge Steam sale is coming soon. It’s a great opportunity for our Community to get a large influx of new players. Remember that you can earn Contribution 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, especially if we kept the “magic blue ratio” for recent reviews – 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!

See you in battle!

Changelog v.0.8.8.9.3



Siege Engines & Sieges Balance:

– Reduced the Nightlock restrictions for sieging enemy castles – from now on, the Siege Points generate on all castles during Nightlock, except for the temples (Lord’s Wrath Abbey, Lordly Haven and Hordun Temple), as they are the top-tier locations; thanks to this change, there will be more to do for players during night
– Disabled spawning the static siege engines and decreased damage done with battering rams to gates by 50% during Nightlock to prevent capturing the entire links in very short time when defenders are not logged in at night
– From now on, the fortifications and buildings status is saved at the beginning of Nightlock, so if they would be destroyed or damaged during nightlock, they will respawn to that saved progress after the siege ends
– Removed static catapults from the castles courtyards to reduce spamming the attackers with projectiles
– From now on, Siege Engines Keepers inside castles don’t spawn catapults and battering rams, but a new type of siege engine: trebuchet; its projectile's trajectory is different than for catapults and it has depletable ammunition which regenerates over time, so this change will reduce the occurence of spamming attackers with projectiles to the point where they can’t get through the gates at all
– Added ballistas on the top floors of the castle keeps – they should be safe from the catapults brought by attackers and should be a relatively good counter to the enemy siege engines, but not really efficient against infantry
– From now on, catapult and trebuchet projectiles don’t hurt enemy player if it hit the player-built fortifications or buildings before
– Reduced the burn damage done to players over time by flaming catapult projectiles – from now on, it applies 20 dmg per second for 5 seconds
– Slightly lowered the area of AOE damage for catapult/trebuchet projectiles
– Damage done with catapult and trebuchet is now more dependent on how strong is the siege engine charged – uncharged shots will be weaker, while the full-charged ones remain the same
– Player-built fortifications, buildings and siege engines are now much less vulnerable to piercing attacks: arrows and stabs (except for ballista’s projectiles)

Siege Events:

– Increased the area ranges of siege events to make them cover nearby siege camps too
– Added queues to the Siege Events – if a player can’t join because his nation dominates the event with numbers, he will be added to the queue which will allow joining the event as soon as it’s possible
– From now on, traitors and Greenleaf players are included in the siege event party limit balance safeguard to prevent outnumbering the enemy without increasing the current party limit
– Players joining to the Frontline Battle are now spawned in the closest siege camp on the way to the enemy castle after moving to the event, so it will be more dynamic overall
– Decreased the siege detection area at Rodrock Fort – it used to cover a part of the Keep of the Original Order’s Faith island too



Quality of Life:

– Optimization improvement to fix a framerate spike which occurred after staying idle for some time
– Optimized the siege engines models – at the same, they are now visible from much larger distance
– Added the player’s personal Herdalic – it can be set in the Inventory window
– Expanded the library of available Heraldic symbols
– Improved driving the siege engines on bridges and other flat models – this change should also fix the problem with siege engines falling down through the terrain/models
– Improvements to the Siege Events interface
– Improvements to the siege engines spawning interface
– Updated the player’s equipment in the Inventory and Looting windows, removing unused slots
– Updated and standardized the money icons in the Inventory, Depot and Trade windows
– Other minor improvements to the Inventory and Looting windows
– Quest markers displayed in the game over quest objects and NPCs should now be visible even if they are not visible (i.e. NPC standing behind a wall)
– Improvements to world events: Brandon, Ragi and Sirius – among other changes, their minimal level has been set to 60 to allow gathering required groups easier and give more content to do in the mid-game stage
– Added Guild Recrutiment’s Board tutorial which displays for character above level 10 when passing by the recruitment board’s model in the game
– Added one-time rewards for committing the player’s feedback using the in-game tool
– Updated the Sangmarian shields – tiers 1-4 – replacing their placeholder models with new new dedicated ones, because they were the only nation that didn’t have a complete set of dedicated shields
– Updated the Rodrock Fort’s outer courtyard to allow driving the siege engines to the Western gate and fix the spots allowing players to hide above the ground
– Numerous level design improvements to improve driving the siege engines into the castles
– Added the Exiled Legion’s Loot to the pool of rewards in the dev-hosted PVP events
– Added 2 new skins for top-tier light and heavy shields: Count’s Shield skin for Deserter’s Shield, Clan Shield and Scout’s Shield, and 5th Legion’s Shield skin for Karleonian Shield, Black Guard’s Shield and Praetorian’s Shield
– Introduced additional heraldic symbols which can be purchased in Supporter Shop, also expanded the library of free heraldic symbols



Fixes:

– Fixed an issue allowing to jump up the vertical walls
– Fixed the Craftsman Weekly Ranking
– Fixed the Orm’s dialog which was bugging the Troubles at L'Obart's Farm questline
– Fixed an issue causing that low level players could destroy tents in the Fall of the Exile world event without counting the event’s progress
– Fixed displaying tents names on their labels
– Fixed displaying the player’s current title in the Glory window
– Other improvements to the Rankings window
– Fixed an issue causing snapping a character when moving close to the corners of upgradable towers
– Fixed an edge-case issue causing that after the server’s restart, tokens wouldn’t display on the map and the State of War would start from the Final Battle stage
– Fixed the models length of the longsword skins
– Fixed an issue preventing players from destroying gates and other interactive objects if they didn’t have an active quest, i.e. when a player tried to return to a further stage of a quest but was blocked by a gate
– Fixed displaying the experience for daily activity for players above 90 level

Sneak Peek on the upcoming update!



Hello Community!

It's still a busy time for us! As you may know, we've released a steady stream of great updates over the last few weeks - and featured these huge improvements in the latest Dev Video Log. If you didn't watch it yet, time to change it now!

https://youtu.be/n5viy3SYIlE

But there's no time to stop! We have been working hard over the entire week to complete the upcoming huge update. Unfortunately, we’re still missing a few hours to make sure everything works as intended though. For this reason, we have to postpone this update for Monday – but we’d also like to give you a sneak peek of the incoming changes! What will come with the new update?

1. Heraldics update – personal heraldic and a few dozens of new symbols to use!
2. Sieges & balance update – a new siege engine type to use in battles over castles, and improved mechanics and balance to allow more melee combat during sieges!
3. More freedom – reduced nightlock restrictions for sieging enemy castles and, at the same time, a new system preventing griefing the enemy by burning/destroying settlements to the ground overnight!

You can also expect tons of other gameplay improvements, bugfixes and optimization tweaks. Stay tuned!

Also, join us for a PVP event this weekend! It will start at 9:00 PM GMT (Saturday, June 22). Join us in the arena on the [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!

(Screenshot by Alitovasilias)

New Dev Video Log - Summary of recent massive changes!

Hello warriors!

We've just released a new Dev Log video which sums up our recent work - the greatest features added over the last few weeks. Enjoy watching!

https://youtu.be/n5viy3SYIlE

1) Siege engines

Catapults and battering rams, archer walls and siege engines workshops built by players. With this single addition – and flaming projectiles! – the sieges over castles have turned into epic open PVP battles!

2) New world events

We added two brand new world events, each placed in a unique and breathtaking location and with a chance for PVP combat, as they’re taking place in the open world.
One of them, the Fall of the Exile, throws players into an epic large-scale invasion on a castle controlled by the ex-army officer who has since turned an outlaw. This event makes extensive use of siege engines, summing up the recent additions to that matter.

We also expanded the existing Sea Wraiths event, in which a group of players hunt down the mysterious band of pirate slavers in their hideout. The next stage was added to the event, bringing in new NPC enemies to defeat and new precious loot to earn in a tropical location.

3) New rankings

There’s no denying: players naturally tend to compete with each other, especially in PVP games. We know it too, so we added a brand new type of competitive content: Weekly Rankings. With them, the players have now many new activities to compete with, from fighting the other factions, kills or contributing to their guild and faction, to gathering resources in the world and farming, even to 1v1 arena duels and dice games played. Adding to the existing Glory, Arena and Guild rankings, it creates a vast, diverse playground for the competitive players

4) Guilds heraldic update

We’re more than happy to finally see this long-awaited feature in the game! From now on, players can display their guild emblems, created with the in-game editor, on their shields, which greatly adds to the game’s roleplaying aspect. Moreover, the upcoming update will bring the ability for players to create their personal heraldic too!

Patch notes for the most significant recent changes:

Sieges & siege camps update Guild heraldic update Rankings update “Fall of the Exile” event update “Sea Wraiths” event update

Also, we would like to announce the winners of our recent contest, where the participants had to post a screenshot of either siege going on or a player-built siege camp. Congratulations to the winners:

Alitovasilias



denirs1



See you in battle!

An extra load of improvements! (Update v.0.8.8.9.2f1 – Steam Patch 181)



Hello warriors!

A little bonus – second update this week! We made a lot of improvements and fixes right for the weekend, including several tweaks to the recent combat balance changes. Enjoy!

See you in battle!

Changelog v.0.8.8.9.2f1

Combat Balance:

– Increased damage dealt with Hordun Greatspear, equalizing it with the top-tier guisarme, and added armor penetration to it
– Slightly reduced shield’s durability loss when blocking the attacks done with 1-handed axes – it’s still higher than it was before the yesterday’s update anyway
– Reduced the difference between axes and other melee weapon types in damage done to the siege engines – axes (both 1-handed and 2-handed) still deal the same damage which is much higher than for other weapons
– Improvements to the Sangmarian starting quests
– Updated the stabbing damage modifier for 2-handed blunt weapons, equalizing it with axes
– Standardized damage type and modifiers for side- and overhead attacks done with 1-handed and 2-handed spears
– Reverted the armor penetration for 1-handed spears increase because in edge-cases they could deal more damage than 2-handed spears
– From now on, all 2-handed spears crafted by players have the same length, except for the top-tier one which is slightly longer (but still shorter than Hordun Greatspear)
– Standardized the damage types for all attack types done with 2-handed guisarmes – they’re all piercing now

Quality of Life:

– Added displaying the player-spawned barricade in “My Constructions” window
– Added displaying interaction labels when hovering cursor over siege engines
– Added error message displayed when attempting to shoot an uncharged siege engine
– Added SFX for incoming notifications

Fixes:

– Fixed an issue causing that stamina was drained at the end of an attack rather than at the beginning
– Fixed an issue causing that 1-handed blunt weapons had the same stamina attack cost was as 2-handed blunt weapons
– Fixed hits detection for stabbing with all 1-handed weapons (except dagger because it uses separate animations)
– Fixed an issue causing that ballista couldn’t be used after respawning
– Fixed Korean item and NPCs names translations