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Gloria Victis News

Weekly Update 310: Huge step forward

Greetings, warriors!

The time has come to show you the first iteration of one of the biggest coding tasks that our programmers were working on in recent months. Gloria Victis is receiving a dedicated system of clustering, which will ensure an enormous performance boost, and opens countless new possibilities: Private guild areas, dungeons, unique events, and more!

First global tests of this new system are starting now, as the system was used to rework the backend on the Valley of Death Tournament. VoD itself receives a long-awaited third map!

We are also welcoming you to the new Glory Season! The top players of last season have earned their rewards and titles, so it's time to once again start the cyclic competition and fight your way to the top of the new season’s ladder!

And yes – we increased the worm's drop from weeds. And fixed looting players in crops. And the horse indicator position reset after relog. Among others. :)

Let’s read the details!

The screenshot’s authors have been awarded. Drainthar, Yilda, and YoYoo – check your Ambers!

Changelog v.0.9.9.3 Beta


[h2]Cluster system[/h2]

Our main goal to leave Early Access is to make sure we are able to scale up our servers and keep many more players concurrently playing on them. Today, we are doing the first huge step which we were working on for a few months already.

The Valley of Death tournament will be put at a different cluster, which means it will work on different applications server-wise, and so it won't affect the main map of the game, and the main map of the game won't affect VoD performance.

This is very important, as we are already hosting servers that can handle around 600 players, a few thousand AI enemies, and more than 10k other network objects like walls or resources at the same time.
This is a huge number for a single application of such a dynamic game, and dividing the world into clusters will allow us to increase this capacity greatly.

From the player perspective, nothing should change in terms of gameplay mechanics, but after some initial tests and expanding this system, we will be able to handle much more playerbase with much better server performance. Please be aware that such a huge change, even if it was tested by our testers for weeks can have some regression on some edge cases, especially while moving from the main world to the Valley of Death event and returning back, please report any regression you will find and we will be fixing it as soon as possible.



[h2]New Glory Season[/h2]

The new Glory Season starts now! Each player who became Arena Master or earned the God of War title in the ending season will receive unique, signed swords as a souvenir. Additionally, players from the top of the ranking list receive proper gold rewards and titles. Beyond the fame and respect, there are many reasons to push your way to the top! We’re planning to deliver all rewards in the next 48 hours, so please, stay patient.

A little explanation for the new players: Glory is a season-based ranking that 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 on the leaderboard, so climb up!

[h2]New tournament map[/h2]

The third unique map for the Valley of Death PVP tournament has come! Having a Midland theme, it is completing our maps trio – each one dedicated to a different playable nation. Join the event and prove your worth in combat!



[h2]Quality of Life Improvements[/h2]

We had a little more time to address our precious community feedback and reports over the last few days. We’re happy to introduce the following changes and fixes and would like to thank you for your support and patience.

– Increased Worms drop rate in weeds farming event. We also cut the price of the Worms in Glory Shops from 30 to 15 Contribution points.
– We have replaced the icons that are indicating Greenleaf and Orangeleaf status: As players with orange indicators over their heads were sometimes mistaken for NPC’s, we made two green ones, but with different numbers of leaves on them. The change is purely visual, no related systems have changed.
– Changed the name of Cleansing Drink to Purifying drink to prevent mistaking it for a different elixir.
– Added scavenger eggs as an alternative to eggs in Traveler’s Cheese recipe.
– Improved mouse detection in places like wells, farms. It was one of the most annoying issues: you are now able to target (and so loot) your enemy, mobs, interact with your horse while standing in the middle of a field of flax.
– Removed hundreds of not-needed colliders that could have a negative impact on players and siege engines movement.
– The horse status indicator position is now properly saved and restored between game sessions.
– Removed old, unused recipes connected with forestry changes.
– From now, a quickly finished siege event will not trigger the next siege event if the VoD tournament is coming soon.
– Increased colliders for interaction with quest corpses, and replaced some mercenaries in midland “Menace in the Mist” quest, to improve the questline flow.
– Increased the visibility of icons informing on which area type are we in the game world.
– Changed the drop from interactive chests to exchange planks to wood in it.
– The context menu (right-click on player or chat) received a new look, fully adjusted to match the new Interface design.
– Added interface scaling to resolutions with other ratios than 16:9
– Added tiers indicators to Wood, Finished Wood, Fishes, and Fishing Baits.
– Increased the size of the upgrade panel, to make it more convenient and show more slots for items at one time.
– We nerfed boars again. They were still OP.
– Added two new Coat of Arms symbols to the base symbols pool: Peace Dove and Handshake.
– Added a new player title “No More War”, every existing and new character can use it.
– Added a new interactive item “Peace Dove”, which allows players to play a special emote. This special item is obtainable only as a reward for the Catacombs world event.



[h2]Fixes:[/h2]

– Fixed an issue where the map was displayed in side mode after respawn even if it was opened in fullscreen mode earlier.
– Fixed an issue, where different nations' Aquitania guards could have ununified levels.
– Fixed an issue causing trouble with the proper behavior of two flags on the Sangmar-themed Valley of Death tournament map.
– Fixed an edge case issue where the Ismir players couldn't progress the crafting questline.
– Fixed an issue allowing players to gather milk/wool without cooldown.
– Fixed an issue where Volkvar guards could get stuck on the beginning of the bridge at Volkvar castle.
– Fixed an issue causing Elite Guard NPC’s on Sangmar-themed VoD map to have improper waypoints.
– Fixed an issue where event notifications could get stuck on the side events panel, not giving a reward, and not being able to be removed.
– Fixed an issue causing daily tasks to not show on the screen, when the task was completed with a side interface (f.e. Map or Inventory) opened at the time.
– Fixed the missing tag in the Golden Griffins Champion event.
– Fixed an issue where it was possible to open Inventory and Map side panels at the same time.



Hotfix 16.03.22


– Fixed the issue where siege events were able to start during the Valley of Death tournament.
– Fixed the issue causing attribute points for gaining level to be not visible until relog after participation in Valley of Death tournament.
– Fixed the issue where players were unable to leave the Valley of Death tournament party and join another one. Fixed the party User Interface issues related to that bug.
– Fixed the issue causing the party user interface to show improper information about the player status.
– Fixed the automatic registration to the next Valley of Death tournament if we joined the queue but were not allowed to join the event.
– Fixed the issue where players could have been spawned at the wrong spot after leaving the Valley of Death tournament instance.
– Fixed the issue causing it to be possible to join the Valley of Death tournament with traitor status.
– Fixed the issue where when a player died at the end of the Valley of Death tournament, could not join the next tournament, and was wrongly respawned on nearest spawn, not Capital.
– Fixed the issue causing tournament mode information to be looped in edge cases.
– Fixed the issue where leaving the Valley of Death tournament was respawning players on the last global map position, instead of Capital, like it was supposed to be.

Weekly Update 309: Balancing patch + farm animals!

Greetings, Warriors!

The first update of March brings some important information about the end of the current Glory Season. Additionally, following the community suggestions and reports, we’re delivering some balance changes between roles on the battlefield, which will have an impact on archers and tanks.

We’re also implementing new farm animals, and some of them will already have quite some usability in the game economy. As we would like to have a breeding system in the game one day, you can count that as the first step in that direction.

As always, we are delivering some fixes and improvements based on community feedback and reports, so thank you very much for your help and cooperation!

And now, let’s check the details of today's update:

The screenshot’s authors have been awarded. WolfenZorg, and Wintar, and Neqster – check your Ambers!

Changelog v.0.9.9.2.1 Beta


[h2]Balance changes[/h2]

As we are closely monitoring the popularity of different builds and classes created by our players in the game, as well observing the balance between various roles on the battlefield, we can see, the combat iteration which increased the combat speed in the long run pushed tanks to the defense. As it is known that they are a viable force on the battlefield, and we want to encourage players to become an unbreakable shield for their allies and be rewarded well for this important task, we are updating the assist system.

We are extending the time when assists for blocking are counted (from 250 to 750ms). Damage inflicted on an opponent by an ally will give the blocker 40% of the collected Nation Points.

This should make tanks' gameplay more rewarding, and more attractive to players who prefer to play more defensively.

Another change is dedicated to the best anti-archer protection systems for attackers – mantlets. We observed that those are not used widely, as players tend to spawn other machines more often, so we decided to make them spawnable even if there are zero engines ready to deploy in a siege camp. Those will now be not counted at all to the ready-to-deploy counter. Now, you can spawn as many mantlets as you please, having in mind your own siege points.

This change should make mantlets more popular and useful, even though we know how epic a brave charge under a heavy arrow barrage can be...



...we’re recommending using a mantlet. They're free now ;)

[h2]Farm animals[/h2]

We are happy to introduce some new companions that you will be able to meet in the world of Gloria Victis. Farm animals will make the world much more alive and fun, as along with them we are introducing new activities and options to gather various resources. We are planning to create a dedicated system of animal breeding, which will help us to unify and standardize meat usability in the game and expand the cooking and crafting systems with new meals and resources.

For now, we had to implement the animals as static spawners, which can be interacted with by players. Later we would like to change that to a minigame of some sort. You can find all four kinds of new livestock in the recently added farm areas near capital cities.

– Goats and Cows will grant milk – new nourishment in the game, highly useful in cooking, as it was added to some existing recipes and will be an important component of a new high tier Cleansing Drink which will allow you to remove the poison debuff from overusing various elixirs, tinctures, or alcohol. You can find this new recipe in Temple quartermaster's stock and buy them for Contribution points at Glory Shops. Thanks to those cute beasts and their milk, we are also introducing a new q7.5 meal – Travelers cheese: long-lasting and nutritious food, which recipe can be bought at the capital cities at food vendors.

– Sheep are granting wool - we want to unify linen and wool threads, so we are unifying those to simple – threads, canvases and exchanging the word linen to “cloth” or “rag” in some item names.

– Among other animals, we are adding pigs, but interaction with them will be available from the next game update.

Later in time, we are planning to introduce a special building, which will allow you to breed your own animals, take care of them, feed them and gather resources they produce. We hope you will like this new addition to the game world, and breeding animals will become a nice feature for players who want to try themselves as shepherds.



[h2]New Glory Season[/h2]

New Glory Season will start on Thursday, the 10th of March. The top players on the ranking table will earn great rewards and nice titles, so you have just another week to compete against the others and fight your way to the top of the ladder!

We had to make the current season one week shorter than usual, as we are preparing for very big changes in the backend systems of the game, and we want to be fully focused on them when they arrive.

A little explanation for the new players: Glory is a season-based ranking that 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 on the leaderboard, so climb up it!



[h2]Quality of life improvements and Fixes[/h2]

– We are filtering all emoticons messages and removing them from dedicated chats, leaving them only on the general tab - named "All." Additionally, you are now able to adjust allies and enemy emotes visibility for your liking - from a dropdown in-game options you can choose if you want to see the emoticon messages, animation on characters only, or even disable both.
– Implemented a new type of compression used on mob/NPC equipment models. After compression, those models should take approximately 35% RAM/VRAM less, which should help with performance on machines with lower RAM/VRAM.
– Removed some overlooked plank drops, for example, green chests in sabotage events.
– Removed unused items and recipe scrolls (planks, handles, and poles).
– We renamed Team Rocket into Vile Beggar. (Away with you vile beggar!)
– Added firecrackers bundles as an additional reward in wedding preparation quests of every nation.
– Added Finished Wood variants to Wood Billets/Bark/Charcoal recipes.
– Renamed the Smelting and Roasting area into Crafting District, and updated its information board.
– Updated memorials of the PVP events.
– Fixed an issue causing NPC’s proxy icons to not show properly on the map.
– Fixed all reported issues with the workstations. From now on, as we polished them too, there should be no issues with using them, including Fish Trap.
– Multiple fixes and polishes for the most recently introduced User Interface.

Weekly Update 308: New character development tree: Forestry!

Greetings, Warriors!

We're planting another sapling that will help the game economy to grow. By introducing a new character development tree today – Forestry, we're adding further goals and achievements to accomplish in the game. With the full rebalance of the wood resources around the map, and common usage of them in the ingame economy, this branch has an impact on multiple systems, so let's check what's hidden in the forest!

Additionally, thanks to your feedback and reports, we're delivering fixes and improvements to other features and systems. You can also find new cosmetics in the supporter Shop: Duke's Guardsman skin set, and two short spear skins, for Battleborn and Legion’s Legate sets.

Enjoy!

The screenshot’s authors have been awarded. Siegbert, and Ant (Spearhead), and Shalltear Bloodfallen 夏提雅 – check your Ambers!

Changelog v.0.9.9.2 Beta


[h2]Character Development – Forestry[/h2]

Progression tree

Another profession is being redefined and updated! Our designers observed and analyzed the game economy, and it became clear that game economy focused around wood resources can be simplified, and at the same time improved to be more interesting, and have more meaning in the game.

Following the success of the most recent mining profession changes, we are introducing a new character development tree, along with significant changes and new features.

First, from now on you can progress in Forestry tree, which – as similar systems introduced earlier – will grant you significant bonuses during collecting and processing wood and create long-term goals for you to accomplish. The main nodes of the tree will be unlocked based on your level in the Forestry and Farming profession. First mastery will be granted to players with levels between 11-34 in the mentioned profession, second mastery for levels 35-59, third for levels 60-79, and all mastery nodes will be unlocked for players whose level in Forestry and Farming is between 80-100.

The left side of the new character development tree will be dedicated to tools used to harvest wood – axes, the right side will determine your mastery in harvesting types of the wood. Unlocking side nodes will give you bonuses, for example, increasing the amount of harvested resources, reducing the time of harvesting, and decreasing the durability burn of the tool while harvesting.



Changes in items and recipes

Wood spawners in the game will be now assigned with tiers and will change their names, respectively from tier I to V: Pine – Common Wood, Elm – Decent Wood, Ash – Quality Wood, Yew – Great Wood, and Oak – Excellent Wood.

We are removing planks, poles, and handles from the game. From now on, each tier of crafted item that required those will use its tier of wood respectively. This will simplify and make crafting faster, as you will not need to create semi-finished products, which were taking space in the inventory unnecessarily.

We have found that the economy is much more dynamic when the items have their terms of validity. It is a very good feature of the game, giving players more things to do in the game, and making the gatherer/crafter gameplay always viable. This is why wood will decay after 30 days, and after that time become Decayed Wood which can still be used as fuel, like Wood Billets. You can also preserve your resources as long as you want, by using a newly added player-placed workstation called…

...Carpentry table!

This new workstation will give you the ability to process your wood stocks to make them resistant to the passage of time. By finishing wood using oils and suet, you can finish acquired wood logs, which will, like said – prevent them from decaying, and also increase theirs’ worth, as the best items recipes will require finished wood, and lower-tier recipes will use it as a substitute to not finished wood, but in better ratio.

As this crafting will introduce new recipes to the game, here are the ways to obtain them: The recipe for Finished Common Wood will be unlocked for every existing and new character by default. Tier II recipe can be bought at the merchants in Capitals, Tier III can be found in Temples merchant stock, and tiers IV and V can be bought for Contribution points, or obtained from Misc recipes chests.

To prevent your wood stocks from decaying, all wood in your depots and inventories is being transformed to finished wood, with a ratio of 2:1, as finished wood is much more valuable. Same for poles and handles, those will be transformed into finished wood with a ratio of 5:1 rounding up. Planks are being transformed too, in ratio 4:1, with the exception of elm’s planks, which will be transformed in ratio 8:1.



Rebalance on the map and other changes.

– It seems players like the idea to automatically process resources, so we are introducing more and more player-placed workstations. We took some time to improve the UX of them and unify the windows and systems. From now on, the Fish trap is also a workstation, and will now require bait to be used to catch fish.
– All wood spawners in the game were checked and some changes were made in the accessibility of top tier two wood resources. Great and Excellent wood should be understood similar to Siderite and Magnetite in Metallurgy – rare resources, giving access to the best items.
– The resource cost of buildings and defensive structures was rebalanced and adjusted to the changes. Some of the buildings will now also require finished wood to be built.
– Guild Castles’ storehouse chances and amounts of the created resources were adjusted. Great and Excellent wood will have the same chances to be added to storehouses as Saffron for the Farms.
– We also adjusted all the chests, loot pools, and rewards that were granting wood resources to drop the new items.

[h2]Graphic improvements and new cosmetics[/h2]

Our graphic artists were able to add more nice touches to the existing equipment in the game. More of the items will now be animated, and react to your movement and wind. We know that such small details are dramatically changing the visuals of the game for the better, and we appreciate that you like them!

In the Supporter Shop (hotkey [K]) you can find a new skin set for medium armor: Duke's Guardsman skin set. This armor was inspired by eastern Slavic warriors from the 10th to 12th centuries. Those armors were heavily influenced by southeast heavy mamluks, but we wanted to make it look better by adding some additional detail, and less overwhelming by adding more cloth instead of armor to it. We hope you will like it!



Additionally, we are introducing two brand new skins for short spears. Battleborn Short Spear and Legion’s Legat Pilum will add even more immersion to the battlefields, and complete the looks of two of the most popular cosmetic armor sets in the game.



[h2]Quality of life improvements and Fixes[/h2]

– Quest where we had to kill some boars was too difficult in the early stage of the gameplay, as players were not sure if they should block animal attacks, which was obvious in the case of humanoid NPCs. The number of boars in the area was reduced, along with the requirements to complete the quest.

Fixes:

– Multiple fixes for various User Interface issues.
– Fixed the issue causing gold to not be properly displayed in the trading window, along with the buttons Trade and Cancel.
– Fixed the reported issue causing the possibility to receive ghost hits.
– Fixed an issue, where animals were able to slow down mounted players.
– Fixed found issues with NPC armors meshes and textures - some of them were broken, observed from different ranges.

Weekly Update 307: Game HUD overhaul and Interface Backend rework!

Greetings, Warriors!

We have great news for you today: We are happy to present refreshed visuals of the ingame HUD and further improvements and changes regarding interface overhaul, as well as, significant optimization changes, which should make the interface much more responsive and faster.

This is one of the biggest changes of the recent weeks and may require a few polishing touches here and there, so we are counting on your feedback. Let us know what you think!

Also, we would like to thank you for participating in the PVP event last weekend. It was great fun, we had hundreds of players on the tribunes, and 18 teams participating! The rewards will be delivered to the winners in the upcoming 24 hours. We are in the middle of the Glory Season, so we would like to encourage you to take part in global conquest and climb the ladders to receive great rewards at the season's end!

Last but not least, we are answering players' feedback regarding the balance mechanisms working between servers with different populations, and fixing some bugs, reported by our community.

Let’s check today's update details!

The screenshot’s authors have been awarded. Chris, NooB Hunter [Sams], and Neqster – check your Ambers!

Changelog v.0.9.9.1.7 Beta


[h2]User interface overhaul[/h2]

Backend

First and foremost, as the visuals of the interface was changing for a few months already, we are introducing the rework divided into iterations, as it is the most convenient and reliable way to change such complex and vast systems of the game. The new windows’ visuals are warmly welcomed by our players, and thanks to your feedback, we were able to adjust our course to deliver what our community desires: Immersion, intuitiveness, and esthetic.

But despite the visuals changing upfront, the whole system was running on old backend machinery which also needed upgrading, to ensure the best performance of the new UI. Today is the day where our coders and testers were able to finish one of the most complicated tasks we had on our to-do list recently – full rework of the interface backend.

You should be able to feel significant improvement in the speed of loading interface parts, thanks to preloading them in the background, better impact on the game performance overall, and of course more responsive interaction with the game.



Minimap and quick access HUD

The ingame minimap was fully reworked and received so many fancy improvements. First, it was slimmed down, to be less heavy on the screen, and match the new interface visuals. The icon of the top right corner of the screen will show the zone status, so you will know if it is a safe zone or PVP zone. The events and quest markers are improved, and the closest event and quest will have a 30% bigger icon, to guide you even better. On the right side of the minimap, next to the zoom in and out buttons, you can find a new ping indicator and FPS counter below it, if you toggle showing FPS in the game options. The ingame time is shown on the top of the map. During the Deadly Harvest event, the time counter will be conveniently shown on the bottom of it.

On the top left side of the minimap, you will find a two squares icon, which is a new quick access list and will expand to the left when clicked. There, you will find all possible quick access windows and could see the keybinds that lead to opening them. This way, we are removing the huge button on the bottom of the screen, we can keep information in a better place, and we are planning some more convenient features for this part of the UI, like small notifications icons when there is something that requires players action.



New option: Inspect window

From now on, you can check your nation members and use an “inspect” option from the right click on the character menu. The window will show inspected player data, allegiance to guild, and achievements.

We believe that it is always nice to show off a little, and improving your “profiles” will become an additional small goal for our dedicated warriors, crafters, and adventurers.

Quick access bar

The "Hotbar" sometimes called a “Skillbar” received a new look. As we want to make the game interface more immersive, less impactful of the game visuals, but still intuitive and helpful, we removed the background of it and made it transparent. All information that the old version had is still there, so we have 10 quick access slots and the experience bar below. But reducing its opacity already made the game window much more cleaner and comfy.

Chat interface

The chat is receiving a visual rework. We want it to be more immersive and convenient, similar to Hotbar and minimap, as it is for some players an obligatory part of their interface. We are monitoring how players are interacting with each other through the chat, and we would like to test some changes which are aimed to improve the usefulness of ingame chat and support even better positive interactions between players, like teaching and helping newcomers, grouping up to play together or join the forces of a guild. As we are preparing the game to be released, and we expect a significant increase in players population, the chat form as we had it before could result in spreading potential toxicity on a greater number of players than it is reaching now, so we would like to focus on the strengths of the chat system, and reduce its flaws in upcoming iterations.

To make the system intuitive and convenient, we need to see how players are responding to changes on that matter and how quickly they can adapt to the new rules. So we are changing the chat tabs behavior and adding some other small changes. We are fully aware that some players may feel uncomfortable as they are used to the old chat system, so we are kindly asking you to give yourself some more time before getting back to us with your feedback and feelings. Please be notified, that a lot can change in the meantime and the current ingame chat form is not final. We will greatly appreciate your participation in the global testing session of the new chat features.

Other interface improvements

– Confirmation windows received a new look, fully adjusted to match the new Interface design.
– Arena Duel windows received a new look, fully adjusted to match the new Interface design.
– When you pick an item from any inventory via drag&drop, if it is equipable, the golden flashing frame on the right equipment slot will appear.
– If you are playing a female character, from now on, as the inventory character silhouette, the model will be a woman, not a man.
– Added a yellow/green leaf near the name in inventory, to remind players of their status.
– Added a “Drop to delete” field on the left of the inventory, so cleaning up your inv will be more convenient.
– Adjusted the background of items/nodes slots in inventory and character development trees to create a better contrast between empty/not completed and full/completed ones.
– Added a simple “Delete” option in the friend's list - no need to use the dropdown anymore.
– We updated the player reputation status icons, the ones that are shown over the player's head.
– Upgrade window icons (architect table), are upscaled to 4k now, which is making them better looking.
– Updated the first tutorial to be consistent with the new UI.



[h2]Changes in the balance systems between servers[/h2]

A few weeks ago we implemented a system, requested by our community, allowing players to “bypass” the Main Server system if the target server is small enough, to help it get more active, and so improve the gameplay on that server. That allowed players from other servers to get access to features like looting or gaining Nation Points on servers other than their main server, while playing with higher ping outside their region, and in the end giving more action and gameplay on those servers.
Looking at the average numbers of players in each server this worked, yet it had its downsides, as the smallest servers have the biggest possibility of having balance issues.

After taking a closer look at the statistics and heatmaps of each server, we could clearly see that those smaller regions are being played very differently in terms of threatening new players and overall underdog nations by dominating nations. While on the bigger servers new players are not being looted for most of the time, we have found out that the ratio of camping and looting on new players from underdog nations is happening much more often on those smaller servers, the same time making a never-ending cycle of breaking the balance and fun for everyone (as the game gets boring for those who dominate, and frustrating to those who are being the underdog).

While those situations don't need to happen by any bad will of players, but due to servers being smaller which leads to less PvP action on average, we believe we have an idea how to help on that matter by iterating the above system, allowing players to join other servers which require help in terms of balance.

From now on, we won't be allowed to join a smaller server just based on the sheer server size, but we will also take into account whether there is a nation tagged as a "Long / Deep Underdog". Should there be such nation, this nations' players from other servers will be able to jump in and help this nation to fight against the bigger nations while having the option of gaining loot and Nation Points, as well as taking part in daily server activities (i.e. VoD, Volcano). This change should help make the server more alive, whilst helping it achieve balance.

To prevent abusing that mechanic, the debuff for having too many players from outside the server will still be triggered in case of any SoW.

[h2]Fixes[/h2]

– Fixed an issue where after the tournament if the siege event could not start, the tournament counter was staying on “0 seconds left” status.
– Fixed an issue where even turning off some icons on the map via filters, i.e. vendors, was not working if the player moved to another location.
– Fixed an issue where the minimap arrow pointing to the player mark was not visible.
– Fixed an issue where the Amber currency amount was incorrectly shown in the inventory.
– Fixed an issue where it was possible to add development points to the mining and metallurgy profession, which was changed to a character development tree. This profession was removed from the professions available during character creation.
– Fixed an issue where some players could not progress one of the questlines if they started it before the addition of the new quests placed between the old ones.
– Fixed an issue where when a player joined a guild that already has an alliance, this player could not use alliance chat during this game session.
– Fixed an issue causing the skins tutorial to have the wrong resolution.

Weekly Update 306: PVP event on Saturday! And as always: fixes and improvements!

Greetings, Warriors!

For this weekly update, as we need to reserve some more time to introduce significant changes we talked about last week – the next part of the interface overhaul and new tournament map – we are dropping a weekly portion of bug fixes and various improvements, in noteworthy part thanks to your reports and suggestions! Thank you for your support!

As we forecasted last week, we’re about to host a cyclic PVP event on EU Eaglewood server global arena this Saturday! Gather a team of five brave warriors and meet other competitors at 9:30 PM GMT to take part in the tournament and have chances to win extraordinary rewards!

Gloria Victis is currently on 50%sale on Steam, so it is a perfect opportunity to get some of your friends to play! Thanks to that we’re already glad to see so many new players on the servers and we believe you’re having a good time in the game, and you’ll stay with us longer. We wish you a joyful journey through the Gloria Victis world!

The screenshot’s authors have been awarded. starijaj, and azure_g – check your Ambers!

[h2]Results of last week ingame questionnaire[/h2]

Last week, in the 16th Community Questionnaire, we asked you about “Microtokening” for nation castles. If you missed it, check the full questionnaire and the results on our official Discord. 79.7% of players voted for "Rather Agree" or "Definitely Agree", for that reason, in the upcoming updates we will take a closer look at the improvement above and implement this solution.

As always, a big thank you to our Community, for the feedback we've received as it is valuable and much appreciated!

Changelog v.0.9.9.1.6 Beta


[h2]Quality of Life improvements[/h2]

– Made some polishing touches on recently moved NPCs and quest objectives in sangmarian questlines to improve player retention.
– Hired Team Rocket to finally catch the wild lynx interrupting players' dialogues with quest NPCs in the Sagmarian questline. From our sources, we know that the lynx is now living in a better place, closer to the Midland border.
– Tweaked the system of ingame emotes, to limit their impact on chat logs and reduce their potential negative effects on players' morale. Among others, from now on, when a player is dead, he will not see emotes chat messages (To make it clear, nothing changed from the perspective of player using emoticons).

– Abandoned Mines events are getting some improvements. From now on, every spawner chooses randomly from a pool of 4 minerals, so events will be even more interesting, as each mine will have a more unique resource pool.
– Our internal Bob Ross of Level Design beat the devil of his magical brush and fixed over 40 terrain/collision/model bugs across the game world. Remember, there are no mistakes, only happy accidents.

Here you can see the preview of the new minimap and hud, that should be in the game soon, along with the new tournament map!

[h2]Fixes[/h2]

– Fixed an issue where it was possible to change the direction of the attack indicator during the attack.
– Fixed an issue causing the second tournament affix to not be completely random.
– Fixed an issue causing text overlapping over notification boxes.
– Fixed an issue where it was not possible to open info windows on farm/lumber mill/mine buildings on guild castles.
– Fixed an issue causing client animations to get bugged sometimes, after using bracing.

Vultures