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Build your siege camp like a boss! (Update v.0.8.8.9.2 – Steam Patch 180)



Hello warriors!

Want peace? Ready for war – now you can set your own siege camps like a boss with just-added player-built siege engines workshops and barricades to protect you from enemy archers! Also, we made several combat balance improvements requested by our Community, so we will see more variety in the selection of weapons and player builds.

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

P.S. We planned to introduce the player’s personal heraldics in this update but we need a few more days to get it done – you can expect it on Monday.

Changelog v.0.8.8.9.2



Sieges & Building:

– Added player-spawned Siege Camps which allow players to spawn their own siege engines in exchange for Siege Points generated by a player in the frontline location’s area – it can be placed within the siege detecting area of each nation-controlled location (except for minor flags) on the links, temporarily it can’t be spawned in the guild castles’ areas – its recipe can be purchased from the basic Merchant vendor
– Added player-spawned barricade which provides protection from enemy projectiles – recipe for it can be purchased from vendors in upgraded castles (i.e. Blackrock), forts (i.e.Tenebrok) and temples (i.e. Hordun Temple)
– Replaced the Siege Engines Keeper in upper courtyard of castles and temples with 2 spawners of this NPC – one in the lower and second in the middle courtyard; this change was made to improve the sieges balance, since defenders could gather enough catapult in the upper ring to defend for hours, disregarding the attackers force
– From now on, attacking a siege machine owned by ally player requires enabling Friendly Fire toggle (except for siege engines owned by traitors) – owner is set to the player who was commanding a siege engine (attached to its main slot – interacted with it when it had no players attached) the last time



Combat balance:

Several balance improvements made to improve viability of various weapon types and allow more diversified builds in response to the Community feedback, as the stats of weapons used were not very balanced so far:
  • Two Handed Swords: 21.3%
  • Two Handed Axes: 13.6%
  • One Handed Swords: 13.5%
  • Bows: 11.4%
  • One Handed Axes: 8.6%
  • Daggers 8.6%
  • One Handed Blunt Weapons: 7.4%
  • Two Handed Blunt Weapons: 6.2%
  • Two Handed Spears 6.1%
  • One Handed Spear: 3.2%

List of combat balance improvements:

– Increased damage of Bleed effect applied by 1-handed swords’ stab attacks – from now on, it deals 2 damage per tick after the first attack and stacks to 3 damage per tick after the second attack; this change is done to improve viability of swords users against heavy armor users in the frontline combat
– Reduced the stamina cost for higher tiers of 1-handed swords – until now, it was increasing high enough to make this weapon less viable than longswords
– Increased range of low-tier 1-handed swords – they were much shorter than the higher tiers which decreased their viability
– Increased shield’s durability loss when blocking the attacks done with 1-handed axes to make them an effective alternative for 2-handed axes and blunt weapons in group vs group combat, since they have short range and moderate damage
– Increased damage dealt with blunt attacks of 1-handed axes to make them less punishing for new players
– Reduced the stamina cost for higher tiers of 2-handed blunt weapons – until now, it was increasing high enough to make this weapon not viable as main weapon
– Increased and standardized range of 2-handed blunt weapons
– Fixed range of Shovel
– Increased armor penetration for 1-handed spears from 10% to 15% to make them more viable against heavy armor users in the frontline combat; reminder: armor penetration value is multiplied with the target player's armor reduction, i.e. for a player with 30% reduction, 15% penetration will lower his reduction to 25.5% (reduction is lowered by 4.5 percentage point) but for player with 80% base reduction, it will be lowered to 68% (reduction is lowered by 12 percentage points)
– Increased range of 1-handed spears to give them an unique benefit: ability to attack the enemy from second line in group vs group combat while using a shield
– Increased range of 2-handed spears to make them more effective when used from 2nd and 3rd line in group vs group combat
– Slightly reduced range of Hordun Greatspear to standardize the balance of 2-handed spears
– Increased range of guisarmes and increased their side attacks damage – they are the most universal type of spears now, but being spears they don’t have Cleave attacks, so they won’t outbalance other 2-handed weapons



Quality of Life:

– Slightly reduced the maximum rotation speed while kicking – the change shouldn’t be noticeable unless playing with very high sensitivity to rotate instantly
– Improved synchronizing player’s position when moving diagonally
– Improved synchronizing player’s position when moving forward with 2-handed axes
– Attempt to fix an issue causing randomly detaching the player from a ballista without pedestal
– From now on, swimming sideways and backwards is slower than swimming forwards
– Slightly reduced the overall swimming speed
– Added notifications about rankings results
– Chained quests on farms with the starting quests of each nation to streamline the leveling experience
– Increased number of Contribution Points earned for winning all Weekly Rankings from 200 to 500 CP
– Added Contribution Points reward for winning “Dices” Weekly Ranking
– Replaced the foretold furnaces crafting yield bonus which was planned as a reward for winning “Smelting” Weekly Ranking with Contribution Points reward because we experienced unexpected technical issues during its implementation
– Improvements to the Weekly Rankings interface
– Improved the Hunger meter’s tooltip by adding more detailed informations
– Added Korean translations of items and NPCs names and NPC speeches
– Added 3 news skins for tents: Executioner’s Tent, Explorer’s Tent and Nomad’s Tent
– Disabled shooting/attacking with siege engines if the cursor is active to make it consistent with melee combat mechanics



Fixes:

– Fixed an issue causing “ghost hits” with shield bash
– Fixed an issue causing that a player could get stuck in the Tenebrok’s harbor
– Fixed an issue allowing to use crafting workshops from very far distance
– Fixed an edge-case issue allowing to deal damage of a weapon with fists
– Fixed an issue allowing to enter the Sirius the Exile’s castle from the moss
– Fixed position of several floating objects in the Sangmarian starting quests area
– Fixed position of ballistas placed on walls in Haddah Castle
– Fixed an issue causing that environment models in one of locations for the Rite of Trinity world event were disabled
– Fixed an issue causing that reheating the Roasted Venison required both Wood Billets and Charcoal at the same time
– Fixed interacting with help buttons (question mark) in the Upcoming Events window
– Fixed position of the final boss in the Midlandic starting quests
– Fixed updating the player’s name in the Weekly Rankings after changing the character’s name
– Fixed an issue causing that Food and Herb Merchant at Fabia’s farm in the Sangmarian starting quests was hostile to Sangmarian players
– Fixed displaying Experience and translations for Experience reward in the Daily Rewards tooltips

Guild heraldics on shields update! (Update v.0.8.8.9.1 – Steam Patch 179)



That’s the day many of you have been waiting for – finally, the guild heraldics can be displayed on your shields! Also, we planned to introduce the player’s personal heraldics in this update too but we had to postpone it for the next week. Anyway, enjoy and don’t forget to show us your formations with pretty shields painted in your guild’s emblems!

We are also working very hard or improving our combat and synchronization. We had a hope put a nice update this week on that matter, but as those changes are very complex we decided to postpone it until next week putting much more overall improvements. Special thanks to all of the players showing us reproduction of the issues – this speeds up fixing the issues a lot (and brings cool rewards to those players!

See you in battle!

Changelog v.0.8.8.9.1



Guild Heraldics & Ranks

– Added displaying the guild heraldics on the players’ shields! almost all of the shields already support this system and the remaining few will be prepared for it within 24 hours – you can enable displaying the Coat of Arms on shields in the inventory window [reminder – symbols which violate the Gloria Victis’ EULA will not be accepted]
– Expanded the available guild ranks with 3 new ones: Viceleader, Veteran and Recruit; the former has exactly the same permissions as the Leader except for assigning/removing the Leader and Viceleader ranks, while Veteran and Recruit share their permissions with the Member rank
– Added mechanics allowing to force the guild’s Leader change if he didn’t log in for long time: Viceleader can claim the guild after 30 days and any Officer can claim the guild after 60 days of the Leader’s constant inactivity
– From now on, the siege engine’s chassis is instantly destroyed when it enters the guild castle’s area – this system prevents gathering siege engines from all around the world at GCs for either attack or defense until they are ready to be fully introduced for State of War battles

Note - if you'd experience issue with some of your Coat of Arms' symbols not fitting well on the shield, there's a high chance that you're using standard shapes rather than repeatable ones. Replacing such a symbol with its repeatable version might solve this kind of issues, i.e.:



Combat/synchro:

– Significantly improved the players synchronization while rotating thanks to very detailed reports received from one of the players (who will be rewarded properly for this awesome help) – thanks a lot!
– From now on, kicks don’t interrupt the other players’ attacks – this is a prototype change done in response to many requests from the Community, which appeared to be working well during our internal tests
– Increased damage dealt by spears with attacks other than stabs

Weekly Rankings:

– Added new unique, time-limited rewards for some of the Weekly Rankings – golden skins for tools for gathering resources (they can't be purchased - only way to obtain them is through the ranking system)
– Added 2 new weekly rankings for playing the dice game and fighting the dominating nations
– From now on, leaders and viceleaders of the Weekly Rankings are updated and sorted instantly
– From now on, all weekly count ups for rankings take place on Fridays at 8AM CEST



Quality of Life:

– Improved the Eastern bridge leading to Haddah Castle to allow siege engines go through it
– Improved the ramp inside Haddah Castle to allow smaller battering rams reach the upper gatehouse
– From now on, siege engines with no chassis durability left will slowly lose their HP with every shot fired
– Updated the second stage of the starting Sangmarian quests – area between the stone bridge and tavern – adding there a quest using the siege engines
– Slightly reduced the minimal cooldown to start Brandon, Ragi and Sirius world events
– Added a new siege engine: trebuchet, which has been used in the updated Sangmarian quest; soon it will be used in starting quests of other nations too, as well as in the player-built castles
– Added a new tutorial explaining how to use catapults, trebuchets and ballistae
– Updated position of the Penal Work events
– Updated descriptions of the Penal Work events
– Added disabling the in-game player markers after pressing F6
– Updated some texts in the siege engines spawning window
– Updated some of the NPC dialogs
– Improvements to the Glory window’s interface



Fixes:

– Fixed an issue causing that the Brandon’s prisoners used to return to the castle after being freed
– Fixed an issue allowing to hide behind a fence at the spawnpoint of a 1v1 duel arena
– Fixed learning the Servant’s Greaves and Wanderer’s Greaves recipes

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Hotfix 2019-06-07

Quality of Life:

– Updated algorithms randomizing the siege events and attacking/defending nations
– Slightly increased damage done to buildings and fortifications in the nation-controlled castles (not GCs) with melee weapons
– Added an error message displayed when a player with insufficient permissions tries to interact with gates and siege engines (i.e. oil) in guild castles
– Applied the updated kicking mechanics on NPCs
– Added an additional spawnpoint for low-level players inside a fort in the recently updated Sangmarian starting quest
– Added an additional spawnpoint for low-level players by the inn in the Ismirean starting quests
– Added the missing Excavation Overseer NPC at the Sangmarian excavation site
– Moved the Sangmarian excavation site slightly closer to the main road
– Added highlighting the player’s guild in the Guild Ranking
– Improvements to the dice game’s interface
– Improved the shield’s visuals dropdown in the Inventory window
– Added 2 ballistas in the training arena for practice purposes
– Level design tweaks to the recently updated Sangmarian starting quest
– Improved the trebuchet’s collider and texture quality

Fixes:

– Fixed an issue causing that re-heating Roasted Venison and Knight's Chuck didn’t require any fuel
– Fixed an issue causing that kicks were applying a cooldown on the target player’s attacks if he was standing idle
– Fixed an issue causing that one of the Valley of Death Tournament minor flags didn’t generate points for controlling it
– Fixed an issue causing that some models in the world were disabled after yesterday’s update
– Fixed an issue causing that Menas from the Sangmarian starting quests wouldn’t spawn in some cases
– Fixed transferring to a dominated nation for free via the Mercenaries Recruiter’s dialog
– Fixed missing graphics assets in the Guild window’s header bar

New Glory season, new rankings to compete in, new improvements! (Update v.0.8.8.9 – Steam Patch 178)



Hello warriors!

A new update is live! It introduces a brand new type of week-long rankings, which expand the competition opportunities, as well as many balance and gameplay improvements requested by our Community. Read below for details!

Moreover, 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 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 2 months and are rewarded with unique titles, as well as 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 it!

See you in battle!

Changelog v.0.8.8.9



Glory & Rankings:

– New Glory season started!
– Added Weekly Rankings displayed in the Rankings window [default: F2] which offer numerous activities to compete in and time-limited rewards (they last for a week); these rankings will reset every Thursday (the Experience ranking is one of the Weekly Rankings now)
– From now on, a player doesn’t lose any Arena Points if he’s below Arena level 10 (it was level 15 until now)
– Softened the Arena Points loss for players with low Arena level (10-20)
– Added the max number of Arena Point which can be earned or lost in a single duel – the limit is set to 600AP



Sieges & Balance:

– Added a possibility to perform free transfer to a nation dominated on the player’s main server – it is available once every 60 days and can be done by talking to the Mercenaries Recruiter in the capital city and last stand fort of each nation; this change was done to allow players help nations which are clearly dominated/outnumbered/outplayed for long time, as it happens when the XP bonus for Greenleafs is enabled
– From now on a player can have only one own siege engine spawned at the same time – until now, it was possible to have 2 siege engines spawned; change done in response to the Community’s feedback
– Added the cooldown on spawning the siege engines in order to prevent spamming the enemy with them in a short time
– Changed the number of players in the siege event party, which is required to enable the balance safeguard limiting the size of one nation’s event fast travel, from 10 down to 5 players [Reminder - it means that after there are 5 people at both nations and one of them will start having more than 2 times players than another one, the nation which has at least 2 times more players won't be able to fast travel to that location anymore, but will be able to join by foot without any issue]
– From now on, defenders in a siege event can still join it via the invitation box until they have the same number of players as the attackers
– Improved ballistae placement on the upper courtyard’s towers in Lordly Haven to fix an issue causing that the defenders were falling down the walls



Quality of Life:

– Allowed guild officers to create and edit the guild recruitment offers in the recruitment board
– Added basic NPC vendors at the minor player-controlled locations in the middle of the map (the ones which aren’t linked to the capital cities): farms, mines and lumbermills
– Added new dynamic events for all nations which are located in the central areas of each link – these events are available for characters with level 50-70
– Increased the minimal cooldown to start Brandon, Ragi and Sirius world events because they could start again before the previous run ends, which would bug out the entire event
– Slowed down the player’s maximum rotation speed in combat to improve the overall synchronization
– Slightly increased the kick’s time from start to connect to the target
– Improved synchronizing the catapult’s projectile appearing with the shooting animation
– Increased the Food Quality of the mid-tier meals in order to make them more profitable to craft and consume
– Improved the sets of starting recipes known by specific archetypes
– Improved displaying text in the game options
- Updated colors pattern of the Sangmarian flag's displayed on the map, changing it from yellow to black with yellow - it makes the flag more visible and consistent with Sangmarian flag/emblems in every other place in the game
– Updated description of the Survival Instinct ability
– Updated descriptions of the Good Blood and Cold Blood buffs
– Added wooden training one-handed sword and longsword which can be purchased from every Weaponsmith
– Removed the requirement to use an axe as a tool in all of the Wood Billets recipes
– Improved the tooltips informing a player where will he respawn or unstuck
– Improved the dice game’s Help window interface



Fixes:

– Fixed an issue causing problems with hit detection when players were at different height
– Fixed an issue causing that kick used to interrupt the target’s attack despite the latter having the active Battle Rage ability
– Fixed an issue causing that even though the frontline sieges used to end as the Nightlock started, enemy players could re-enter the location’s area to start generating the Siege Points (required to purchase Siege Engines) again
– Fixed an issue causing that predefined siege engines from siege camps were going back to their spawn position after the location, in which area they were spawned, was captured
– Fixed an issue causing that the player used to be randomly “detached” from a ballista when rotating it
– Fixed an issue causing that catapults were displayed as shooting no projectile if they were rendered by the game’s client after being loaded
– Fixed an issue causing that the Raider’s Chainmail recipe required using Tailoring Workshop
– Fixed an issue causing that the “Echoes of the Past” event couldn’t be completed soon after the server’s restart because the Young Giant wouldn’t spawn in time
– Fixed trees placement in the Ulfgard Lumbermill
– Fixed breaking the lines in buff descriptions
– Fixed an issue causing that some siege camp icons were doubled on the map
– Minor fixes to reported level design issues

Addressing Community feedback – Further Sieges Balance Improvements (Update v.0.8.8.8.8 – Steam Patch 177)



Hello warriors!

Since the last update was applied just 2 days ago, today we have for you... 2 A4-size pages-long patchnotes full of improvements and fixes. Have fun!

See you in battle!

Changelog v.0.8.8.8.8



Sieges & World Balance:

We made a lot of improvements to the world PVP balance and sieges system, based on the recently gathered data and feedback. With these changes, we believe the overall open PVP experience in Gloria Victis will become much more enjoyable and fair. Moreover, we’re going to introduce a possibility to change nation to the most dominated one for free once in a set period of time. We expect to add this feature next week.

Also, from now on, unstucking to the closest location (not including minor flags: mines, lumbermills and farms belonging to castles) which is under attack requires a player to get closer to it (about 50% closer than before) – the defenders can still move to an attacked location but they simply have to get closer to it, disregarding which direction they approach it from, so they don’t have to go through the attacking forces.

If the closest location is under attack but the player isn’t close enough to it, he will unstuck to the last visited location. Also, we keep information about the last visited location for 15 minutes, so if a player traveled farther from it and tried to unstuck to another location which is under attack, he will unstuck to the previously visited location – or to the intended destination flag, if he got close enough to it.

This change was done to solve the problem of entire warbands moving around the whole map and unstucking into the closest location to instantly start defending it, which caused it impossible for dominated nation to fight back some territory.

Yet, the defenders can still move to the attacked castle using unstuck and they don’t have to go through the attacking forces – in the end, they have more time to group up for defense, as with the latest update to siege engines and fortifications mechanics, sieging a castle takes more time to proceed. At the same time, this change leads to more skirmishes taking place in the first stage of sieges outside the castles, instead of "Player vs Door" tactic happening all over the place.

– Added small safezones activated in the siege camps during siege events (except for the Frontline Battles, as they don’t use the siege camps) – they protect only the attacking nation in the siege camp’s area in order to prevent spawn-camping
– Equalized the capital and closest spawn unstucking times – they’re both set to 30 seconds now; this change was done to solve an issue allowing players to escape the combat or quickly spawn inside an attacked location by unstucking to the closest spawn and to remove unnecessary step when unstucking to the capital – as unstucking to the closest spawn took only 15 seconds, veterans were doing it before unstucking to the capital to escape potentially dangerous area quicker; in effect, the overall time to unstuck to the capital took about 1 minute
– Added fully damaging the siege engine’s chassis when it enters the guild province’s area in order to prevent bringing siege engines to State of War until the system isn’t polished enough to introduce it officially for battles for guild castles
– Added new guardhouses in the upper courtyards at Lordly Haven and Hordun Temple which are responsible for spawning guards in these courtyards in order to solve an issue allowing attackers to wipe out the NPC guards by destroying the middle courtyard’s guardhouse; that were the only 2 locations with such a guardhouses setup, so it had to be balanced out
– Added ballistae on walls in the Lord’s Wrath Abbey, Lordly Haven, Hordun Temple
– Added missing siege camps for Lord’s Wrath Abbey, Lordly Haven, Hordun Temple and Volkvar Castle and moved Siege Keepers and static siege engines from their area to these camps
– Increased the siege events duration by 5 minutes due to the usage of siege engines
– Improved detecting when a location should be marked as besieged
– Added displaying the siege camps icons on the map

“Fall of the Exile” World Event:

We made many improvements to the recently added Sangmarian-themed raid in response to received feedback:

– Secured the reported spots allowing to kill NPC enemies in the outer and middle courtyards using an exploit
– Reduced the number of NPC enemies in the outer courtyard
– Moved NPC enemies in the outer courtyard farther from the location’s entrance
– Tweaked the strength of NPC enemies in the outer courtyard, so the closest enemies are a bit weaker now
– Added additional sub-events to destroy the defensive towers in outer and middle courtyards
– Added a possibility for players to stop spawning the NPC enemies in the outer courtyard by destroying all tents
– Improved balance of Sirius Cohorts, equalizing their statistics and displayed level with their equivalents in Brandon and Ragi raids
– Added an in-game player title for killing Sirius the Exile
– Fixed an issue causing that the NPC enemies could walk through some buildings in the upper courtyard
– Fixed displaying interior of the boss’ building in the upper courtyard – it was invisible on minimal video settings



Quality of Life:

– Removed the top-tier armor recipes from the Glory vendors assortment, except for the Champion’s armors – some of them could be purchased from the Glory vendors until now, because Sangmarians didn’t have their dedicated world event where such recipes could be obtained
– Improved the crafting experience and streamlined the crafting processes by removing the requirements of using tools: Tools, Mortar and Pestle, Small Crucible Form, Big Crucible Form, Small Crucible, Big Crucible, Chamotte Crucible, Distillation Apparatus – reason of this change is that most of these tools have been used in only one or two recipes at all, as in the case of Distillation Apparatus, or were required by a lot of very basic recipes, such as the basic Tools possessed by each character but didn't deplete over time ; moreover, the tools had to be always owned in the character’s inventory, taking the space and adding no value to the overall experience; the tools and their recipes owned by players have been replaced with a compensate item
– Improved position of capturing and upgrading events on the Scarsdale Mine so they include the Mine building too
– Improvements to the 2nd stage of the “Cohort Strikes Back!” events – boosted the respawn time of NPC enemies and fixed spawning a wrong NPC type
– Updated the Clan Battle Hose, Scout's Leather Trousers and Deserter's Battle Hose models and icons
– Removed unnecessary quest markers in the Sangmarian starting quests to improve the user experience
– Updated the particle effects of flaming catapult projectiles
– Added a confirmation box for joining the looting-allowed world events
– Improved the Hamrammir’s heavy armour skin set in response to received feedback, increasing the visual heaviness of the shoulderguards and helm’s coif
– Updated the Supporter Shop’s “Featured” tab interface



Fixes:

– Fixed a recent issue which caused that oil didn’t do damage to target players
– Fixed an issue causing that siege engines didn’t destroy when moving in the water
– Fixed random siege engines speed boost
– Fixed an issue causing that the character could get stuck in blocking stance after spamming the blocking key (it means that we have players who could spam the blocking key at least every 0.05s, kek!)
– Fixed dialog of Ricard from the Dead Raven Inn questline
– Fixed an edge-case issue causing that a player couldn’t be join a siege event via the invitation window
– Fixed an issue causing randomly changing the display order of events listed in the Upcoming Events window
– Fixed an issue causing displaying the flaming staff used by Sirius the Exile instead of the Simple Short Spear

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Hotfix 2019-05-24:

Respawning/unstucking interface & UX:

– Added server message and map indicator informing that the enemy forces have been seen near a location and the attack can be expected – i.e. if enemies have reached the siege camp to use the siege engines, the location’s icon will be highlighted on the map and a server message will be displayed
– Added a buff informing players about the last location they visited and to which location will they be moved if they unstuck or respawn at closest spawnpoint
– Added tooltips on the unstuck and closest spawn buttons informing to which location will the players be moved after respawn/unstuck

QoL/Fixes:

– Added missing static siege engines in the Volvar Castle’s western siege camp
– Added missing non-looting zone at spawnpoint in the Volvar Castle’s western siege camp
– Secured the Brandon world event’s location to prevent players from respawning inside it
– Reduced the battering rams damage in response to the Community feedback
– Fixed an issue causing the server’s performance degrading rapidly since the yesterday update due to an edge-case bug in one of the in-game dynamic events
– Fixed an issue causing that Reapers (very strong NPCs) used to spawn during the Brandon world event in its location – they are still meant to spawn after the event ends, to prevent players from staying inside the event location
– Fixed an issue causing that a Young Giant could spawn inside the Hordun Temple’s siege camp – the giant has been moved farther to the East
– Fixed static spawners placement near the recently added siege camps at Lord’s Wrath Abbey, Lordly Haven, Hordun Temple and Volkvar
– Fixed an issue causing that some hair models didn’t display properly
– Fixed randomizing character’s appearance in the character creation menu
– Fixed an issue with the recently added longsword skins causing that they were handled wrong in the character selection menu

Fire at will! New world event, balance update flaming projectiles (Update v.0.8.8.8.7 – Steam Patch 176)



Hello warriors!

A huge update just hit the servers! You receive a brand new Sangmarian-themed world event, updated position of Brandon the Raubritter’s castle, flaming projectiles for catapults and many improvements for the world PVP balance. Also, as always, there are numerous bugfixes and various gameplay improvements.

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



Changelog v.0.8.8.8.7

World Balance:

As we stated before in our world balance update plan, the former position of the Brandon world event looked unbalanced for some players. At the same time, Sangmarian players didn’t have their own dedicated raid. The update solves these problems by moving the Brandon event to a new location and adding a new raid in the middle of Sangmar-Midland link.

Because of the missing dedicated raid, Snagmarian top-tier recipes could be purchased from Glory Vendors. Now that their raid is added, in the next update we will remove these recipes from Glory Vendors assortment after making sure that the raid works smoothly. The last steps of the mentioned balance update plan – moving Ragi and Catacombs events – will be done in the nearest updates.

It addresses another balance issue too: a nation with the lowest numbers having no chance to fight other factions in the siege events due to the difference in numbers. Even while the nation with largest numbers has 2 locations to fight over at the same time in most cases, still the smallest nation often has to face two other ones at once, being pushed back to the spawnpoint and not being able to leave it.

For this reason, this update introduces a balance check to the siege event invitations – moving directly to the event won’t be possible if one nation significantly overwhelms another one in numbers in these exact events. Yet still, the players of a dominating nation will have an option to get into such a siege event on foot or to join another link for a fight, just as it should look by the very beginning. Overall, the open world PvP parties will be able to gather up as much as they want because it is related to the leaders/parties skills – but the events won’t be creating such zerg.



– Moved Brandon world event to a new location in the North, near Lord’s Wrath Abbey to balance out its position
– Added a new, Sangmarian-themed world event with a brand new boss, Sirius the Exile – the new event is placed near Lordly Haven and it mirrors the Brandon and Ragi raids in terms of rewards and accessibility; it’s being started the same way as Brandon and Ragi raids – by delivering key fragments to the Keymaker nearby
– Added verifying the player numbers for joining in the siege events – if one nation has at least 2x more players in the event than the other one (counting starts from 10+ players defending), joining it via the invitation window is not possible; this change was done in order to improve the siege events balance and reduce the occurrence of outnumbering another faction
– Disabled the Last Stand variation of siege events, as they don’t fit the 3-nation open PVP formula – from now on, if a nation is pushed back to its native grounds, a siege will start on its fort in the non-looting zone (Dundrum, Ystad, Eaglenest)



Sieges & Territory Control:

– Further iteration of the sieges and siege engines – increased HP of fortifications and other upgradeable objects (except for siege engines) on nation-controlled castles , moving the sieges balance towards using the siege engines instead of axes and torches
– Added flaming catapult projectiles which can be used to set wooden fortifications on fire and apply a burning effect on enemy players – you can swap swap the projectile type while controlling a catapult by pressing the Jump key (default: Spacebar)
– Disabled talking to the Siege Engine Keeper inside castles controlled by enemy nation in order to prevent attackers from spawning siege engines right in the attacked locations
– Added the Siege Engine Keeper NPCs near the Lord’s Wrath Abbey, Lordly Haven and Hordun Temple – temporarily they are placed in the suburb locations of these locations, but they will be moved to the dedicated siege camps soon
– Increased the GC token’s cost up to 4 gold
– From now on, a guild which wins the State of War receives 75% of the token’s cost
– Updated the suburb area of Lord’s Wrath Abbey



Quality of Life:

– Interface and gameplay improvements to the siege engines spawning
– Added descriptions of Daylock, Nightlock and Sirius event to the Upcoming Event window
– Added new pieces of music played in specific places: inns with quests (Dead Raven Inn and Happy Rams Inn), Sea Wraiths event and Sirius the Exile event
– From now on, the quest event requires 3 stars to receive reward
– Updated the models of Warden’s Jerkin, Deserter’s Jerkin and Clan Jerkin
– Minor improvements to the world events invitation window
– Added the very first skins for weapons – King's Guard's Flaming Sword, Huskarl's Heavy Sword and Mamluk's Battle Scimitar; all new three skins can be applied to all of the top-tier longswords, disregarding their nation



Fixes:

– Fixed an issue causing that the crafting events used to display different required items in the delivery menu and description
– Fixed an issue allowing to farm the crafting events without delivering all needed items
– Fixed an issue allowing to spawn a siege engine on another player
– Fixed an issue preventing players from spawning some of the plants in Third Person camera
– Fixed an issue causing that the Mercenary’s Chainmail recipe required using the Tailoring Workshop
– Fixed an issue causing that NPC guards couldn’t reach players on the outer walls in the top courtyard of Hordun Temple
– Fixed invisible waterfalls
– Fixed opening the Lordly Haven Quartermaster’s shop via dialog
– Fixed an issue which could cause some NPCs not spawning in the second Sangmarian questline
– Fixed displaying the Keymaker’s name in his dialog box