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Weekly Update 284 – Hear the change!

Greetings, Warriors!

As our Developer team is working hard on upcoming character development systems and weekly improvements and fixes, we are delivering some work in progress insight to tell you what you get in the following weeks.

We had to reserve some more time before introducing the Fishing development progress tree to test and balance it properly. Next week we should be able to implement it into the game, and there are chances it will come accompanied with the next system in queue – archeology and treasure hunting!

Internal tests of the “Return to character selection screen” feature just began. You can expect this feature to hit the global servers soon!

Gloria Victis world is receiving three brand new pieces of music created by the world-class artists from Music Imaginary: Adam Skorupa, Krzysztof Wierzynkiewicz, and Michał Cielecki. On that occasion, we are opening a contest for video creators!

Check the details below!

The screenshot’s authors have been awarded. Lt. Ü, Ghostickles, Neqster, Gavi200, and SaltukPasha – check your Ambers!

Work in progress insight


[h2]Character Development[/h2]

Throughout the development of any multiplayer / MMO game, player retention is perhaps the most important factor in developing a community. We are working on this all the time, carefully breaking down player activity as a factor - and while our retention at low levels is still quite decent, the players who reach the end game are the ones who very often stay in our game for thousands of hours. And this is what we are aiming for.

So what players and the game need are a system that will allow players to have smaller goals, in the pursuit of which they will be able to learn the new features, and gradually increase their skill and experience in them. A system that will reward the player for training specific skills - thanks to which he will be better and better at what a given person considers to be the most interesting in the Gloria Victis world.

By performing activities, in addition to experience points, the player will receive experience in a given profession or activity, which at various stages of development will allow for more advanced equipment and provide new opportunities or bonuses. We don't want to limit players in any way as a classless system and the possibility to be who you want to be in the game and change it anytime is a very valued aspect of our MMO. So you can become the master of every profession and activity.



Fishing is coming first, as forecasted earlier, but today we will spoil you some details regarding the next system which is being created in the background.

We want to create many different paths to develop characters in the game. One of them will be Archeology. Progressing in this activity will allow you to use better shovels, collect better loot from excavations sites, and also give access to a brand new feature: treasure hunting.

Treasure maps will be introduced into the game, and will be available among others as quest/events/daily rewards, and loot from excavation sites. Consuming a map will start a special quest and mark the treasure on the map so you would need to travel to the spot and dig it out. There will be few levels of maps and treasures, and to find the best ones you will need to gain experience in the Archeology tree, by searching for treasures and participating in excavations.

Along with extending the reasons list to roam the map and explore the game world, this activity should bring a lot of joy for adventurers, explorers, and achievement collectors. We believe it will be great fun to search for hidden treasures and you will warmly welcome the new activity in the game.

Of course, we are working not only on those systems. Our lead programmers are working on the “Return to character selection” option, and just today our dev team members will start testing that feature on global servers to ensure everything will work properly. Stay tuned!

Changelog v.0.9.7.10 Beta


[h2]New Soundtrack[/h2]

World-class artists from Music Imaginary: Adam Skorupa (The Witcher, Green Hell, Hatred, Ancestors: Legacy and more!), Krzysztof Wierzynkiewicz (The Witcher 2, Bulletstorm, Iron Harvest and more!) and Michał Cielecki (Shadow Warrior series and working with freakin’ Two Steps From Hell!), well known for their work in the AAA games industry, film, and TV, have composed new music for our game!

We have the pleasure to present you with a piece of art dedicated to our Community. Each nation receives a unique track recorded with usage of real instruments, and you can hear them respectively in nations capitals.

The soundtrack of Gloria Victis MMORPG is already a beautiful piece of art, and with new motives designed to fill the capital cities of our world, the pleasure of listening to it will be extended. We are amazed at how the tracks sound and we hope you will like them too!

On this occasion, we are opening a contest for video creators. Take one of the new Capital Themes, record your own ingame footage and create a video showing the power and might of your nation! We are waiting for your submissions by the end of the month. Winners and participants will be rewarded with ingame Memorials and spreading the word about their talent in the game Community and on our Socials!

Please upload your creations to YouTube, and share a link with us, posting your submission on the #media-streamers channel on our offical Discord server with a #videocontest hashtag. We are waiting for your submissions by the end of the month.

https://www.youtube.com/watch?v=ElJhVWLnXYI https://www.youtube.com/watch?v=4FyY8PsRLvg https://www.youtube.com/watch?v=JUgJVwASE2k
[h2]Quality of life improvements[/h2]

– Improved the smoothing of walking animation of proxy players and NPC opponents.
– Added a new mass-production recipe for Bark, Available in Glory Shop.
– Few recipes that should be available in Glory Shops for Contribution points have been removed from the Pilgrim Rock Quartermaster offers: Elite Tanned Leather recipe, Old Animal Tendon Bowstring recipe, and Impregnation for Tools recipe.
– From now on, attacking buildings with siege engines from outside of the siege collider will put a building cooldown on location, like in the case where the flag is burning.
– Balanced the difficulty of early game questlines by exchanging lvl 29 Bear to lvl 15 wounded bear. New players had too much trouble to defeat it.
– Added Lure icon on the map and its legend.
– Added dedicated music for the capital cities of each nation.
– Added a confirmation window before turning on friendly fire.
– Changed the maximum temperature of fishing baits from 6 to 2.



[h2]Fixes[/h2]

– Fixed desynchro between animator and proxy on NPC opponents. It was an issue caused by the wrong creator and controller assigned to the NPCs – they could have animations of two-handed axes while using a spear creator.
– Fixed the issue causing the “Show on a map” button in the task list and construction window to not work with the new map interface.
– Fixed the position and loot drop place for boars. From now on both – boars and loot from them should be properly placed on the ground, not above the terrain.
– Fixed the issue causing stairs colliders in smithy buildings blocking passage under some circumstances.
– Fixed a lot of issues with the visibility system, for multiple small furniture and decorations models.
– Fixed the lighting and visual of a short stone 45 wall model.
– Fixed the visual issue of the ruins stairs model.
– Fixed the colliders of the ruined midland keep.
– Fixed an issue causing clipping of the equipment of some NPCs' enemies.
– Fixed the issue causing Zander to be shown under dishes filter, not ingredient filter on market.
– Fixed an issue causing NPCs to be sometimes shown in T-pose after their initiation.

Weekly Update 283 – Further interface improvements and more!

Greetings, Warriors!

This week we had to put our attention to further development of the new interface introduced before. The New Map and Party Finder interfaces are receiving many improvements, extensions, and fixes today. Part of the changes is based on your feedback and suggestions!

One of the biggest features implemented today is map regions. Map in-game received a new option with a dedicated filter. From now on, you will see all the various zones on the map: safe zone, non-loot zone, and all their derivatives. This useful and informative tool greatly helps players to mind their surroundings and plan their gameplay accordingly.

We are also happy to inform, that we managed to fix most of the reported issues with the new interface. Part of the fixes was introduced in hotfixes earlier, before today's update, to improve your game experience as soon as possible. Thank you for your attention, cooperation and patience.

As always, we are giving you some quality of life improvements and fixes, as well as three brand new cosmetic skins for two-handed axes!

Without further ado, let’s move to the changes list:

The screenshot’s authors have been awarded. Orey, Inozuke, Ghostickles, and Chris
– check your Ambers!


Changelog v.0.9.7.9 Beta


[h2]Map interface improvements: Map Zones[/h2]

This is something our community asked about and wanted to have in the game. On the occasion of updating the game interface, we decided it is the best time to follow such a suggestion and introduce it to the game.

Additionally, we also updated the minimap and map renders to improve their visuals and added missing location names next to the minimap, in full-screen map mode, and in descriptions of parties created by the Party Finder system.

The way of informing players about his position on the map and what can be done around him has been improved with both – recent map overhaul and the Party Finder system introduced earlier. Still, there were a lot of places for improvements on those matters, so our team focused on introducing a convenient and intuitive system that will help players to plan their moves and be aware of the benefits or threats of various world areas.

From now on, the map is showing the borders of various zones.

As you can see, the Safe and Non-Loot zones will be now visible on the map!

– The War Zone is the area outside all other zones in the game. This is the place where players can kill and loot enemy players without any restrictions. It is not indicated by any special border and color.

– The Green Zone is the nation’s Safe Zone. Players who are in their safe zone cannot be killed and looted. This is the area dedicated for the new players, who are doing their quest lines to level up and learn the ropes of the combat and game features. Staying in this zone is indicated with the dove icon. The Safezone of another nation can be accessed by enemy players, but they can be killed and looted in it. Enemies staying in other nations' safe zones will be warned about that by a skull icon.

– The White Zone is the nation's Non-loot Zone. This is an area where given nation players can be killed, but cannot be looted. Proper icons shown for respective sides of the conflict are indicating staying in the zone.

Leaving and accessing the zones is being indicated on the game interface with a pop-up notification and a proper icon is being shown next to the location name. While accessing locations on the map – cities, castles, or event areas, players are also informed about that with proper notification on the side of the screen.

Press the attack!

[h2]Party Finder interface and system improvements[/h2]

– From now on, in world events parties the “system” will become a leader. Until the event ends it will be not possible to take leadership and change party settings. This change is made to avoid putting responsibility and give power to players in such events because it could disturb their or other players' gameplay. Siege events, World events (Volcano, Rite, Sea Wraiths), Valley of Death tournament, and Group vs Group skirmishes will be event types that will use this system.
– From now on, parties created by the Party Finder system during events will have event titles in the party description.
– Added a glow effect on the public parties counter next to Minimap when the counter increases. It will help to see that a new party has been created in the area.
– Replaced a few icon buttons in Social Window and added responsiveness indicated by scale and color changes on hover and click interactions.
– Added tooltip info and error messages on disabled party buttons when the player is trying to use them anyway.

Glory to the fallen!

[h2]Quality of Life[/h2]

– The jousting modificators have been improved. From now on, the power of the attack is better calculated and the block modificator (both weapon and shield ones) has been added to the equation.
– Ballistas positions in Lord's Wrath Abbey have been improved: they were moved a little outside of the walls to prevent them from clipping with the battlements.
– After receiving feedback from new players, we decided to give a little more strength to early game NPC enemies. They now hit harder (25-35 damage instead of 15) and have a little more Hitpoints. their reaction times have been also adjusted.
– Additionally, based on new players' feedback we are balancing the early game weapons. First-tier weapons are now 20% weaker, second-tier 10% weaker, and third-tier 5% weaker. Those changes do not affect bows. The rebalance will make early questing a little more interesting and give a better progression feeling, at the same time creating a need of having better weapons.
– Amount of experience earned in the early stages of the game has been balanced and reduced, to increase the user experience and ensure the feeling of progression and developing character.
– From now on, tutorials and hints will be visible even when full-screen panels will be open.
– The underdog experience buff has been set to 25%. The 50% gold bonus stays as before. This change is an answer to the most recent feedback and observations. New players, especially those who were joining the underdog nations were surprised that leveling is so quick, which had a negative impact on the progression feel.
– From now, footman hitting horseman/horse who is not moving or moving slowly, will not have reduced dmg (before there was a loss of 5% from damage just because horseman stayed in idle)
– Multiple adjustments of various interactives in-game, for example, clipping sabotage boxes, levitating resources, or interactives placed underwater.
– Added two new memorials to the game world.
– Skergard Guards Commander received a name and from now on will be known as Guards Commander Rothius.
– Introduced three new cosmetic skins for two-handed axes: Griffin's Claw, Mercykiller's Long Axe, and Warbringer's Long Axe

New cosmetics are available in the Supporter Shop in the game! We hope you'll like them!

[h2]Fixes[/h2]

– Fixed the issue causing the armor type modificator to be calculated incorrectly in the jousting equation.
– Fixed the issue causing wrong sorting of the chat after each resize of the new interface windows.
– Fixed an issue causing stone and logs gate defenses could deal damage multiple times if players were leaving and getting into the damage area again. From now on logs and stones are dealing damage to players only once, and their particles fall more synchronized with the debuff collider.
– Fixed the issue causing cost per attribute point was not refreshed properly on mounts statistics window.

That's what we can call a crushing force!

Weekly Update 282 – New Map Interface, and addressing Community feedback!

Greetings, Warriors!

As we announced a few weeks ago, the User Interface of Gloria Victis MMORPG is being redesigned and improved part after part. It is a very important task to make the game better looking and more player-friendly. Our artists and coders are working hard to improve the visual aspects of the interface and to make it more immersive and convenient. The Social tab, introduced recently along with the Party Finder feature received very positive feedback, so we know that we are going in the right direction.

This week, we are proud to present a reworked Map window, adjusted to the new interface design. We believe that this milestone will be warmly welcomed especially when not only visuals have been improved, but also the layout and utility of the system. In addition to that, the respawn window has also been upgraded to the new layout and design. In the following week, we are planning to extend the map with additional data, for example, by marking safe zones on it directly.

Additionally, we are introducing some more polish of the Party finder window, some balance changes to the items and Glory Quartermasters, regarding Contribution points, as well, a lot of fixes and Quality of Life improvements. In the upcoming weeks, you can also expect first Character Development systems, and also a possibility to return to the character selection window.

See the details below!

The screenshot’s authors have been awarded. ontuto, Ghostickles, Dungfre, and Chris
– check your Ambers!


Changelog v.0.9.7.8 Beta


[h2]New Map interface[/h2]

The map is a very important and informative tool to observe the global conquest and plan your actions and gameplay. In combination with the Party Finder and Party system, the Map is helping players to group up, communicate and learn a lot about the game world.

With the new interface, it is more convenient to use the map, since players now can use it in two modes: Fullscreen mode is showing the map on the whole screen, improving its clarity and navigation in the interface. Exploration mode is anchored to the side of the screen, allowing playing with an open map. Players can switch between interface models using the [F5] key.

Both modes are equipped with all recently added systems of informative location tooltips and adjustable filters.

Since the respawn window is using the map feature, we counted its rework as a part of the Map overhaul task. The new window opens on the side of the screen and provides the same functionalities as before with the new visuals. There are small known issues that require some more time and work, for example when the respawn window is active, you cannot open any other window, for example, inventory or event stats table. The chat boxes also may temporarily not work correctly. We will do our best to resolve those bugs as soon as possible, and we are counting on your indulgence and patience regarding those.

Venture onto the adventure today!

[h2]Changes related to Contribution Points and Glory Shops[/h2]

Contribution points are an ingame currency players are earning while participating in various events and activities in-game. Those points can be spent on useful items, recipes, and materials in Glory Quartermasters Shops. Some of the items to be available to be purchased require a proper Glory Level, and thanks to that, the whole system is helping players reach given goals and develop their characters. As we are currently working on further character development systems, one of the first and most important tasks was to balance the economy around Contribution Points. After checking the data from recent months, comparing the number of points earned and on what players are spending them, we decided to make some changes which will improve the game economy, by creating more ways to use Glory Quartermasters supplies and differ the costs/value and usage of various items available there.

To make it easier to spend your CP, Glory Quartermasters has been placed in the capital cities of each nation. From now on you will be able to find more items in their shops. Some of them have been added, some have been moved from regular shops or loot pools and become exclusive CP items.

Both crafters and fighters now can benefit more from spending their Contribution Points!

For example and among others, recipes for bulat, dziwer, and tanned beast leather have been removed from regular shops and greatly reduced in loot pools. Those are now available for Contribution Points in Glory Shops, with proper Glory Level requirements. The chances to find various meal recipes have also been reduced, and it will be more convenient to buy them for Contribution Points.

Recipes for old beasts butchering have been separated and added to Glory Shops supplies. In addition to that, you can now find a new old beast in the game world – Old Scavenger, which received its own butchering recipe (and is dropping some more beast blood!)

Prices of various items have been changed, for example, magnetite and siderite costs are now reduced: from 500 to 150 CP for magnetite and from 150 to 50 CP for siderite.

And last but not least, as we want to make Champion Armours a viable and accessible choice for players who earned the right to get their recipes, we are balancing their crafting cost, reducing it a little. This change should be warmly welcomed by crafters and players who like to stand out on the battlefield, as those armors will soon receive nation coloring, as you can see in the screenshot below.

Champion sets will receive nation coloring soon!

[h2]Addressing Community feedback[/h2]

It is great to have such helpful and active community members that are helping us by reporting any issues, reproducing bugs, and sharing their suggestions and opinions. Today we are addressing your feedback and introducing some Quality of Life improvements and fixes based on your reports.

Quality of life

– From now on, after losing part of speed because of running uphill, horses will not regenerate it immediately but in time, to make speeding up progress natural and logical. At the same time, while running down from a high angle, the horse will also lose part of its speed (70% less in comparison to moving upward).
– The first Ismir questline has been improved and balanced, to meet other nation counterparts, improve players retention, and lead the player better.

Fixes

– Fixed the issue causing it to be possible to hit friendly horses with ballista without friendly fire turned on.
– Fixed the issue causing horses to receive normal damage while getting kicked, instead of kick damage.
– Fixed a visual issue causing players in the party without party leader rank to see loot type change options, despite not being able to use them.
– Fixed a visual issue, causing Notifications to show up one on top of another.
– Fixed an issue causing labels in Party Finder to not change depending on party status.
– Fixed an issue causing all dagger-wielding AI NPC enemies to use green powerbar timers on all attacks, which made them much stronger than they should be.
– Fixed the issue causing the arch model in Balhammon to be moved to the side, which impacted the location's visual integrity.
– Fixed the issue causing players to be able to get stuck into red and green interactive chest colliders after interaction with them.
– Fixed the issue causing State of War timer could change if the token was placed during the State of War
– Fixed the issue causing death in the Valley of Death tournament could be counted twice if the player got killed by one enemy while being stunned by another.

See you on the battlefield!

Weekly Update 281 – Combat changes, jousting, weapons balance!

Greetings, Warriors!

This week we are happy to introduce a lot of combat system improvements and changes, which were proposed some time ago and discussed with you on Discord. As you liked the propositions, we are looking forward to even warmer welcoming them to the game! We are honored to have such an active and helpful community, and it shows the best when we are able to additionally deliver a huge set of terrain, collision, and model fixes and improvements we made based on your feedback, reports, and suggestions!

While we are working hard on improving the game balance, new User Interface, and new systems of character development, some friendly, talented people are helping us to make Gloria Victis MMO a feast for your senses. World-class artists from MusicImaginary: Adam Skorupa (The Witcher, Green Hell, Hatred, Ancestors: Legacy and more!), Krzysztof Wierzynkiewicz (The Witcher 2, Bulletstorm, Iron Harvest and more!) and Michał Cielecki ( Shadow Warrior series and working with freakin’ Two Steps From Hell!), well known for their work in the AAA games industry, film and TV are working on new music for our game. The soundtrack of Gloria Victis MMORPG is already a beautiful piece of art, and with new motives designed to fill the capital cities of our world, the pleasure of listening to it will be extended. We may prepare some sneak peeks of their work soon, so stay tuned!

Another thing worth notifying is that we started work on additional translations of quest dialogues. As you know, as we officially support English and Polish languages, the game is being translated with help of our community to sixteen(!) others so far, and the only part that lacks proper translations is the quest dialogues. At first, we will focus on the languages we can do alone thanks to having a multinational team, so you can expect Russian, Turkish and Chinese translations of dialogues coming first and more after!

Check the details below and as always - see you on the battlefields!

The screenshot’s authors have been awarded. Ghostickles, Isabella, ontuto, and Harold Godwinson
– check your Ambers!


Changelog v.0.9.7.7 Beta


[h2]Mounted and anti-cavalry combat changes[/h2]

And now the most interesting part of todays’ changelog for most of you. Combat extensions, changes, and balance! Most of the changes were already discussed with you earlier, and are partially based on your feedback and suggestions. It went pretty well in our opinion, especially when we know those changes will have an impact on the most reported issues our Community was reporting recently. Let's explain them one by one, starting with mounted and anti-cavalry systems!

Because we are changing a lot of combat aspects, including gear, systems, and skills, we are providing the free resets of character attributes and passive skills. each character in-game will receive one of each. You can find the options to reset those using the proper button in the Notification Center. Reset points will be available only for two weeks and will be removed after that time from the notifications.

Jousting

You read right. From now on, you can dismount the raider with a melee stab hit.

In the first iteration, jousting will be a simple dismount with a stun (2.5s). It can be done from a foot or while mounted with a stabbing attack with any weapon if you hit the raider properly. Three variables are counted into the equation – the angle of hit, resultant speed, and the modificator of armor type of hit player (counted using armor stamina modification and average tier of armor set). The heavier and higher-tier armored raider will be harder to dismount. The balance and further iterations of that system will be done after we gather some feedback from a bigger test group, so get on your horses, have fun and be sure to share your opinion with us!

Castle defenses versus mounts

Raiders were never designed to fight inside or under the castle walls. It is known that few raiders can also act as scouts and keep the location lit, and it is quite hard to chase them away or catch them. That is why we are balancing some systems in the game to help defenders fight back.

Ballistas will now be more useful against raiders. When the mount or a raider is hit by a ballista projectile, the horse will receive a stun effect and rear, in the same way as if the horse were hit with a spear from the front. Additionally, if the projectile hits the horse, it will deal double damage (600).

Terrain impact on mounts movement

As you know, the terrain angle on which footmen players are moving has an impact on the movement speed.
This modificator related to terrain slope was not working for mounts, so we are finally implementing it. From now on, the angle of the terrain will have an impact on horse speed.

We also received a suggestion to increase slowing down after hitting the obstacle and adding animation/sound to such events. The slowdown had to be increased to make it more reliable, visible, and justified.

Mounts-related Skills

The first would be the balance of horse hitpoints regeneration. It was quite high, and the capacity of the horse hitpoints pool is big, so it was not needed to use stablemaster and his regeneration services, and even when the mount got hurt, raiders were able to return with full horse hitpoints after a very short time. The only way to chase away the lone raider was to kill his horse, and it was a really tough task. So we are changing some passive skills which had such negative impact:

Hitpoints regen buff from “Will to survive '' passive skill has been reduced, changing regen boost effect from 0,1% to 0,02% per point.
Horse stamina regen from “Vigour” passive has been reduced, changing regen boost effect from skill from 0,3% to 0,1% per point.
The cooldown for calling a horse after its death from the “Bound” passive skill has been changed. Each point in this skill now grants 10, instead 20 seconds cooldown reduction.

Stabs stopping the horse

We, and players, agreed that the 20 angle on the front is too low for stopping the horse with the spear stab, so after researching a similar mechanic in other games with medieval combat, we are extending it to 45 angle. Speed requirements to make such action possible have also been adjusted, and it will be possible to rear (stun) the enemy horse which is moving at a slightly slower speed than before.

Powerbar on foot and while mounted

We are changing the way attack power works in the game. From now on each attack while on foot, and if we have the stamina to perform it, will start on a yellow power bar, instead of a green one.
If we are holding the powerbar loaded too long it will go back through the yellow to the green bar as before. If you are mounted, when the horse is in an idle state (not walking), the raider can load his powerbar only to green, but if the horse is not idle, he will be able to load a yellow powerbar. So, not staying in one place can ensure better battle efficiency.

This seems like a huge change, and let us stop for a moment to explain it.
There are two variables clamping the potential of dealing with a certain number of attacks in time. The first is Power Bar, second is Animation Time. The setting of those both variables after lots of combat tweaks led to the situation, where Animation Time was always longer than the green power bar – which means that using the green power bar never led to faster attacks – and basically every potential usage of that power bar was debuffing attack greatly, without giving any positive to the attacker. That led to a situation, where beginner players not knowing were always in the worse position thinking they could attack more frequently with Green Power Bars, but that was not a situation with any of the weapons or attacks. For that reason keeping Green Power Bar in the game made no other use than increasing the difference between new and veteran players and we decided to remove them.

Just to make it clear – it won’t make combat any more “spammy” because animation timers will still be clamping the speed of attacks.

Due to recent changes to horses, we have allowed them to use Yellow Power Bar with much lower speed, to give heavy cavalry much more meaning and a possibility to fight.



[h2]Balance changes[/h2]

Group fights balance

To prevent spamming swings left and right in group fights, damage that will interrupt the attack will from now put an attack cooldown on the hit player, as it works for blocking damage. It will create a time window between attacks so it will be possible to stop any attack spam much easier.

The system of limiting the damage, if an attack went through the ally was implemented to encourage players to be mindful of their surroundings and players around them. This system was working differently concerning cleave because it was not reducing the damage to 30% like in most weapon types cases. The damage while using cleave with two-handed swords was reduced to 60% at first and later to 30%, which lead to dealing still quite significant damage, and it was not working well enough to make players respect the ally system.

As we want more weapons types to be efficient in various scenarios, and we want to make group fights more balanced, changing the cleave mechanic to limit the damage delivered by it is needed and will have a very positive impact on the combat.

Damage delivered by second-line fighters by swinging through allies will be reduced compared to times before the change. It will be easier to fight bigger numbers, and one-handed weapons will become more efficient in fights since it is easier to deliver full damage hit with them, while not swinging through allies. The first line of the forces will have more to say, which gives better defensive options, as well more space for reasonable pushing.

Weapon changes and balance

Two-handed axes have been unified to a range of 8.2 units. Stamina cost for light axes has been adjusted to be the same as two-handed swords one, regular axes have it one point higher, and bardiches the highest, with 2 points difference.

Damage of bardiches has been balanced and put between halberd and axes ranges. It means they have slightly lower damage than before.

Two-handed swords now have their range capped at 7.56 units for the top ones, and lower tiers of this weapon type have lower range, with the lowest on the first tier – 6 units.

Spears balance

The recent spear changes worked well in regard to limiting their space control by holding attacks of those, and are still a viable choice in group positioning fights in chokepoints and buildings. We hear your feedback, that current spear mechanics feel too sloppy in the group fights, and we do not want them to lead to such feelings, at the same time not destroying the game balance. We are balancing the timers of attempt time of side attacks, back to armed and stab attacks so the weapon will faster “charging” the attacks. We are keeping the current release time, but the feelings should be much better with those changes.

Other combat changes

Stamina regeneration was possible to be sped up with entering walk mode. From now on the regeneration in walk mode will have a regeneration speed between run and iddle (so basically it won't be as fast as middle state, but faster in comparison to regen state). The part of the reasoning is because most veteran players ignore buffs for stamina regeneration, just because they can regenerate most of their stamina within less than 5 seconds just using walk during combat. Another part of the reasoning for that change is also done because so many players who play in our game for very long are not aware that they were able to regen with the same speed while staying in place and walking, once more, creating a huge gap between the part of users using that mechanic and most of the players without knowledge of that mechanic.
We do understand that this change has a deep effect on the meta-gaming level, this is why we do hope to hear your feedback after trying it for a few days and how it affects the gameplay.
Please also remember that part of equipment got their stamina usage decreased within this update.

We have also added minimal cost of feint (5 stamina) to prevent some builds not using stamina while feinting at all.



NPC opponents AI changes

Players fighting the NPC enemies, for example during questlines, were showing the tendency to ignore the incoming damage because the damage of their opponents is just small. Such an attitude was not helping to teach new players how to block or counter enemy attacks, which could lead to not preparing new players to transition to the PVP combat well enough. This is why we are changing the NPC enemies' behavior and making them hit players on red powerbars more often, which will encourage players to use block and other features of the combat, instead of smashing the attack button in uneven hitpoints trade.

Due to that change, NPC enemies will be able to interrupt our attacks, which will require more tactics and skill in fighting them.

Sword drop changes

Following the community feedback, we are limiting the access to Ancient Longsword and Crusher’s Sword. We want those two swords to be more unique and less popular.

Chances to find Ancient Longswords while excavating or in the crypt chests have been greatly reduced. The best place to get this sword will be loot from the Catacombs boss.

Chances to find the crushers sword in loot from Kargald NPC enemies has been halved. It is a very powerful weapon because of its improved overhead attack, and should not be that common. Rusted version of Crusher’s Sword has been removed from the game. This sword, like its regular version – could be too powerful with too little risk of losing it.


[h2]Quality of Life[/h2]

– Description of the recommended nation in the character creation panel (when picking nation of the beginning of the journey in the game, so for the new players mostly) has been extended and improved, to show more details regarding the pros and cons of joining it, which in most cases is the nation that needs more numbers the most. Players are now notified that it may be more challenging to join such a nation and they can switch it once until a certain level.
– Feinting with light weapons will from now work properly, since the minimal cost of feint has been added.
– Adjusted some small interactives positions on the map that were partially overlapped over other models or terrain.
– Improved the visuals of moss on the swamp tree models.
– Improved the terrain in Basilea farm, which allowed people to jump behind the main building, which could prevent getting attacked and looted. Additionally, adjusted the position of resources spawns in this location.
– Added the LOD group components to mostly used 3D meshes to improve the visuals of the game.

[h2]Fixes[/h2]

– Fixed the issue causing players to not teleport back to the proper place after leaving the arena duel if they attended Sea Wraiths global event earlier.
– Fixed over 60 minor terrain, colliders, and models bugs and issues reported by players around the whole game world.
– Fixed the issue causing colliders of models in the Rite global event were not working properly, which led to being able to get under the models' textures.
– Fixed the issue causing colliders of Ismir capitol building to not work correctly, which led to issues while moving to the higher floors of the building.
– Fixed the issue causing one of the guards in Dunfen Lumbermill to be spawned as a Midlander when the location was in Sangmar or Ismir control.
– Fixed the issue causing the wood logs and stone gatehouse traps to deal ten times the damage than they should (200 vs 20).
– Fixed the issue causing the floor in the corner tower to be invisible for players with the lowest graphic settings.
– Fixed the issue causing watchtower textures materials to be wrong.
– Fixed the issue causing some NPCs around Seaclaw farm to have wrong waypoints and were traveling on the sea bottom to other locations.
– Fixed the issue causing achievement “Items looted from enemy players' was counting for looted, not for the looting players.
– Fixed the issue causing part of the trees in-game (mostly on marshes around Audunstede) to have inappropriate colliders, which lead to snapping characters when colliding with them.
– Fixed the issue causing blocking the possibility of closing the report window with the Esc key if the player used it during filling the report.

Weekly Update 280 – Enhanced visuals, WIP insight, QoL improvements and fixes

Greetings, Warriors!

This week the game receives an improved models visibility system, which will greatly increase the range of sight and fill the horizon with more detail. The system already has and ultimately will have an even bigger positive impact on the game performance, ensuring the same or better behavior of the game systems and at the same time - greatly enhancing the game visuals.

We are also making some tweaks and improvements regarding newly added horse colors. We are very happy that those were so warmly welcomed and you are so pleased to find and train the mount you always desired! Speaking of training, new Mount Experience Boost Cards will for sure help you enjoy fully trained mounts longer since you are now able to reduce the training time!

Additionally, we want to tell you more about some of the upcoming features our team members are working on while the new game interface is being developed in the background. “Character development” is a work-in-progress name for a vast system that is being designed to give players more goals during the gameplay and extend the list of activities players can take part in the game.

As always, we deliver a weekly dose of Quality of Life improvements and introduce some fixes, reported and requested by the Community, so check out the details below and…

See you in battle!

The screenshot’s authors have been awarded. Siegbert, ontuto, Chris, and Ghostickles
– check your Ambers!


[h2]Work in progress insight:[/h2]

Character development

Throughout the development of any multiplayer / MMO game, player retention is perhaps the most important factor in developing a community. We are working on this all the time, carefully breaking down player activity as a factor - and while our retention at low levels is still quite decent, the players who reach the end game are the ones who very often stay in our game for thousands of hours. And this is what we are aiming for.

While reaching the "Midgame", when the players run out of quests (level 50-60), or simply just want to do something else, they can realize the difference in experience between them and other players. The depth of the combat system and amount of activities and features which players are exploring during their journey is being opened before them quite too fast and it may lead to overflowing players with information, discouraging or confusing them before they reach the endgame.

A very large part of the content of the Mid and End Game is defined by global politics, the current situation on the map, or even the hours in which we play - because it requires close cooperation with our guild or nation.

So what players and the game need is a system that will allow players to have smaller goals, in the pursuit of which they will be able to learn the new features, and gradually increase their skill and experience in them. A system that will reward the player for training specific skills - thanks to which he will be better and better at what a given person considers to be the most interesting in the Gloria Victis world.

The most important thing is that the player should be able to do it alone or in a smaller group. So thanks to that that, when finishing the previous game session, the player has a detailed plan in mind of what he will do the next day, and that he knows his plans cannot be disturbed simply by the fact that today his nation is losing on the world map or most of his guilds do not play during the hours convenient for him.

We want to divide the player's development into several trees (forestry, farming, fishing, etc.). By performing activities, in addition to experience points, the player will receive experience in a given profession or activity, which at various stages of development will allow for more advanced equipment and provide new opportunities or bonuses. We don't want to limit players in any way as a classless system and the possibility to be who you want to be in the game and change it anytime is a very valued aspect of our MMO. So you can become the master of every profession and activity.

We want to introduce such a large system gradually. This means that we will start with smaller systems such as Fishing and we will gradually change the next parts of the game based on players' feedback and data we will gather. We are counting on your support!

To sum up - we would like to introduce many character development activities that provide solo content regardless of whether our nation wins, or whether other guild members are active. In addition, by introducing such modifications in individual systems, we are getting ready for further development in areas such as forestry and archeology. We feel very certain that those changes are the lacking gameplay loop of our game, and every analytics we track for a long time seems to confirm that.

Cavalry changes

Additionally, our designers are working on some ideas regarding cavalry gameplay and balance. There are a lot of interesting ideas regarding those matters, including some provided by our Community in your feedback and suggestions. We are warmly inviting you to the discussion on our official Discord server!



[h2]Supporter Shop - look into the past[/h2]
(And huge items sale!)

Gloria Victis MMO is a project created by a small independent team of Developers from Poland. At the beginning, the original team was working on their dream game overtime, as volunteers, and without any budget. In 2014, after months of hard work and reforging their unstoppable will into the project, Gloria Victis was introduced to a new system that allowed independent developers and creators to show their projects to the world – Steam Greenlight.

Gloria Victis MMORPG rushed to the first place of the top-voted projects, leaving behind over 1500 other games in less than 48 hours, and according to our knowledge, it is still an unbeaten Steam and world record. Two years later, with the original team of seven people onboard, Gloria Victis became available for players as one of the most unique and ambitious projects on Steam.
After a successful Early Access Release, the team was able to establish an office and work together in one place, against all odds.

Game development since the beginning was covered only by game sales. We never had any investors or publishers. The game was always earning just enough to keep the current team and all extra money was pushed back into the project – buying or creating tools, assets, and expanding the team.

In 2018, partially because of community demand, and as a way to earn some money to expand the team and speed up the development, we implemented Supporter Shop in the game, which allowed small game monetization by introducing cosmetic variants of the top-tier gear, so players were able to customize their looks a little.

After introducing Supporter Shop, thanks to your help, we were able to double our team size which allowed us to improve our game much faster than previously. A great fact of our game growth is that within 3 years we have implemented more than 150 updates, and we are able to communicate with you on a daily basis. Enough said, without the Supporter Shop it couldn’t be possible, as our team is still at least a few times smaller than the very most MMO studios around the world, and most probably the smallest, but still one of most communicative and dedicated..

We are the only MMORPG of such scale that achieved what we did with the great help of our community. We cannot thank you enough for your assistance in this journey and you will always be the most important part of our team.

As a thank you for your support and help, we are throwing out a weekly sale for all non-skin items in the Supporter Shop! Following week is the best time to take advantage of the occasion and get some useful scrolls, cards, and packages! Re-customize your characters, get some experience boosters, and stock up on spare attributes and skills resets!



Changelog v.0.9.7.6 Beta


[h2]Quality of Life[/h2]

Our graphic artists reduced the blinking of models observed from afar with the new visibility system and introduced the fading in and out systems for some light sources. This task will be continued and improvements will be extended to more models, characters, and light sources in further game updates. You can see the difference in how the same views looked before and after the implementation of this system on those examples: here and here.

Other improvements:

- Arrows in the quiver are from now on being fully restored after the end of the Valley of Death tournament.
- Added a short interaction bar before opening Architect’s Table, because interaction with the table was not stopping the character movement and it could be opened by accident.
- Reworked Ismir quests “Let Sleeping Wolves Die” and “Sea Invaders”, to match its counterparts in other nations and improve players' experience and retention.
- Dunfen Mine has been transformed into Dunfen Lumbermill, to match the location counterparts in other nations' lands on the global map.
- Changed the loading/firing on siege engines to recognize any attack and any block input, including directional attacks and blocks keybinds.
- Added Mount Experience Boost Cards, available for purchase for Contribution Points in Glory Quartermasters Shops and for Ambers in Supporter Shop
- Tweaked the spawners of the horses, balancing the rarity of some colors, and adjusted the color pools and timers.
- Improved the sound of the horse's steps and the frequency of their playback.



[h2]Fixes[/h2]

- Fixed an issue causing the message “Player protected you from looting your equipment” to be shown multiple times on the combat log after the looting was interrupted.
- Fixed an issue that allowed progressing “Block damage with a shield during a siege” daily challenge with blocking by using two-handed weapons.
- Fixed an issue causing empty parties to stay on the Party Finder list after the end of the Volcano and Sea Wraiths events.
- Fixed an issue causing coins to be shown in the new line on the item tooltip window.
- Fixed an issue causing one of the Wooden Main building floors to be transparent.
- Fixed an issue causing some of the smallest buildings (i.e. henhouse) to have wrong models or shapes while observed from afar.
- Fixed an issue causing the character controller to stop responding if the character teleported while holding the block.
- Fixed an issue allowing players to keep sprinting without using stamina if their horse died during autorunning and under circumstance they had a skill “Will to Survive '' active.
- Fixed an issue causing typing in the chat/bug reports text fields while using the Architect's Table were also controlling the camera.
- Fixed an issue causing notification about leveling up was telling wrong numbers of Contribution Points granted for leveling up.
- Fixed an issue causing the daily challenge rewards notification to be not removed after picking the rewards.