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Weekly Update 274 – Addressing players feedback

Greetings, warriors!

Nation Points are one of the most prestigious resources you can collect in Gloria Victis MMO, since those represent your activity and battle effectiveness, but also are a foundation of the rankings in which all players are competing. The system has changed a lot through years of development, and received many improvements and upgrades, becoming more clear, less punishing, and even more engaging.

Players love to fight and be rewarded for their efforts, love to climb ranking tables to the top, and are working hard to secure their NP’s for their guild development. We are aware that being and feeling rewarded are great additions to our game. The ranking system became one of the features holding a lot of dedicated players in the game, allowing them to be MVPs of the battles and prove their worth on the battlefields.

But the system was still not perfect. Since the whole idea worked as a trade – the winner was taking points from the loser – it always created a big difference at the end of the fight, could be too punishing to losing nations and discourage players who lost some points to fight again or force winners to teleport back to the capital, where they could donate their points to their guild, and in this way, secure them.

Around the middle of May, we decided to present our Community with a list of ideas about improving the Nation Points system in the game on our official Discord server and started a discussion about them.

In this week’s update, we are introducing the New Nation Points system. We believe it will have a very positive impact on players' game experience, and the nation's balance. The new system is more rewarding, clear, and fair for players, and also encourages everyone to take part in the conquest and climb the rankings. Check the details below and see you in battle!

The screenshot’s authors have been awarded. Dravarol, Dziki_Goblin, Growsheak, Rei and Juanzet
– check your Ambers!


Changelog v.0.9.7.1 Beta


[h2]Known issues of the old NP system[/h2]

If your nation started to lose fights, you personally gained fewer Nation Points, or worse, you went back to the capital with 0 Nation Points, no matter how good of a fighter you are. This was the main problem with our old NP system.

Individuals who are good at PvP kill lots of enemies, whether they are in an underdog nation or not. But the difference was, that in underdog a player might die, for example, 10 times with 5 assists (0 Nation Points), while in a non-underdog nation that same player might die 1 time with 20 assists (5k Nation Points). It was simply easier to stay alive when you are not in an underdog nation.

When someone loses their source of enjoyment, they are forced to find this somewhere else, so eventually, they will try to find it in another game or they will switch nations. So our old NP system had the unintended effect of stacking vets in one nation because those who do not quit want to have fun gaining Nation Points. Both of these actions resulted in already weak nations becoming semi-permanent underdogs because they could not retain vets or newbies.

We were not forcing people to be killers but encouraged them to be achievers. However, only about 10% of the game’s population are the sort of people who like to rack up various achievements, so the NP mechanics were not really helping everyone. It was just a little too hard to earn Nation Points as an underdog. And thanks to our community feedback, this issue was brought to our attention.



[h2]New Nation Points System[/h2]

We gained a lot of feedback and data to gain confidence and prepare proper changes to the system. We wanted gathering Nation Points to be still competitive and show “who’s the boss”, but we want to remove the reasons that can lead to nation switching and help balance the game in the long term.

In the New Nation Point system, you will be rewarded for individual moments of action where you beat the enemy. The ranking will still be competitive. Good fighters will gain a lot more Nation Points than before, and they still will be on top, and the best guild/groups still will be on top, but others will also gain because they do more in the fight before each death. There also will be more incentive for vets to join underdog nations because their individual performance will be more accurately measured.



[h3]Secured and Unsecured Nation Points[/h3]

The new addition to the system is the introduction of two pools of Nation Points players have, and we call them Secured, and Unsecured Nation Points.

Nation Points from the new Secured Pool cannot be lost in the fight. Players can lose only a fixed amount of up to 500 NP’s from Unsecured Pool with every death (respawn), which are not transferred to and shared between the players who killed you in battle. If you had 200 unsecured NP’s, you would lose 200, you cannot go below 0.

With every death (respawn) all left unsecured Nation Points will be “secured” when you respawn. You still lose 500 NP for dying, but if you had anything beyond that 500, you will keep that “banked” on your account until you turn it in. Those “banked” NP cannot be lost in later deaths. Thanks to that you don't have to run to the capital right away to turn your points in because each time you die, after removing 500 of them as a death penalty, the rest of your NP are secured and you can turn them in at any time. Also, keep in mind that you are losing NP only when you die – If you get revived, you will not lose any NP.

You will lose 500 Nation Points for any death in PvP or PvE. This means that swimming out to drown yourself or dying to mobs to avoid NP loss is no longer viable.

We know that until now, some players were going back to the capital after almost every death or anytime they reached some NP they wished to turn in, then they went back to fight – or just stayed on the capital. We want to reduce porting back to the capital. So that the most NP you ever have “on the line” will be 500, because that is how many you lose when you die. We think the new system reduces the potential of losing momentum from party members teleporting to the capital.

[h3]Rewards[/h3]

Using the already introduced, and warmly welcomed new assist system you will be able to get Nation Points for dealing damage, tanking damage, knocking out enemies, and healing and reviving your allies. The Nation Points reward for assists will be distributed when your enemy will lose consciousness.

Rewards and Loses of Nation Points are now counted as two separate things. Players are not exchanging NP’s between them anyhow. Nation Points are still account-wide, and you will receive diminishing NP rewards for killing the same player repeatedly.



[h2]Quality of Life:[/h2]

– Buff from having 2000 Nation Points that was decreasing respawn time from now on will be triggered if the player will have at least 1000 unsecured Nation Points
– Moved scripts that were starting new quests to a moment of taking reward for previous quests. Thanks to that, players won't miss the moment of taking a new quest so there are higher chances they will continue the whole questline
– Added a button on the Location Window allowing players to open guild recruitment announcements of the Guild owning the Location if the guild is recruiting
– Increased gathering bonus chance for the group to give more profit for gathering with friends. It is now more profitable and better in bigger groups
– Added Help Wiki buttons to the ESC menu, in the “gear” menu near the Hotbar, /wiki command available on chat and hyperlinks under “?” icon in many interfaces in-game, leading to the proper sites of Gloria Victis Official Wiki
– Changed the rewards for challenges (achievement window -> challenges, not daily!) from diluted wine, to Contribution Points
– Sir Frederick and Skal-Ar took the place of General Commanders in the locations they were assigned to, which meant they would not be additional guards anymore
– As the tent gives a possibility to respawn on it after death, and people used it as a teleport by suiciding themselves, to prevent them from burning their unsecured NP we added the possibility to teleport to your own tent. You can teleport to your tent and destroy it in the process using /tent command on chat or the icon of your tent on the world map. The teleport range is limited (around half of the world map size).
– The mount icon on the map will now be scaling properly when zooming the map in and out
– Known crafting recipes list is now scrollable
– Replaced Sangmar Capital City Building models since some of their versions shown on given distances were not consistent with their counterparts shown at other distances



[h2]Fixes:[/h2]

– Fixed the pink material in some objects in the game world
– Fixed the position of a few levitating chests in the game world
– Fixed the issue causing the “Select Mentor” icon were missing after reaching level 40
– Fixed the issue causing players were able to teleport to the enemy flag by leaving siege event
– Fixed the Brother Tuck dialogue in Midland questline
– Fixed the issue causing calculations dependant on the durability of tools and weapons were processed incorrectly (i.e. it was more profitable to chop wood with a low durability tool when it should work the other way)

Weekly Update 273 – Resource gathering and game economy – redefined!

Greetings, warriors, gatherers, and crafters!

As we announced a few weeks ago, our designers were working on the rework of an important part of the Gloria Victis MMO economy – resource availability and gathering systems. Looking at the data from the last months, it became clear that there are too few good gathering spots on the map and it limited the possibilities for gatherers and crafters to collect the resources.

That is why, after talking with the Community about the ideas to improve those aspects of the game and receiving your approval and feedback, we are happy to introduce a lot of changes that will make the resources system more interesting, rewarding, and conjugated with territory control.

We made the open world and nation castles resource spots more important and useful by introducing location specializations and made the gathering more clear and less random by exchanging random resource spawners to bigger and more efficient nodes and a new type of resource deposits – veins.

The user interface, the balance of the gathering tools, and the gathering system itself have changed greatly, and we are hoping that those improvements will be warmly welcomed.

As always, we are also delivering some Quality of Life improvements and fixes, so check the details below and see you in the game!

The screenshot’s authors have been awarded. Random, Juanzet, Pяσ. AқaczoV and Gawi200
– check your Ambers!


Changelog v.0.9.7 Beta


[h2]Flag specializations and resources balance on map:[/h2]

We analyzed the map data looking at the spots where most of the resources in the game come from. The gathering was focused directly on just a few spots on the map – the biggest mines and biggest farms, which of course was leading to making other locations and resources spawns less important and visited much less often.

Since it would be great to make resources something worth fighting for, to encourage more fights for locations and important economical deposits, we are introducing location specializations. Thanks to that the game is getting more content for gatherers and provides a more sense of conquest and a reason to defend all these lower-tier flags. The placement of specializations and resource deposits is mirrored between all three nations, with slight differences dictated by the unique flavor of each nation's economy and crafting differences.

From now on, you will be able to find detailed descriptions of the economical aspects of the locations by hovering the mouse over their flag on the world map. This window will explain what resources you can find in the location area, the specialization of the given flag, and even more useful information, like the number of guards or inhabitants, available workshops, and Bastion data (Known issue - the guards counter is not accurate yet, there may be some guards that are not counted properly, but the numbers of guards on every flag in-game are same for every nation and fair.)



The most important locations will specialize in providing specified resources. It means that they will have a lot more of the given resources than other flags. It will be better to collect firewood on a dedicated flag (but not impossible on other locations) that is specialized in low-tier wood logs, and coal or siderite on another. To better indicate the specializations, you will be able to find a new type of resource deposits in the game – veins.

[h3]Veins[/h3]

Veins are huge rock-type resource nodes containing even one hundred times more resources than the regular nodes, will require more time to be gathered, but are still more efficient and can be gathered by multiple players at once. To be precise, gathering them together with other players will give you a chance to receive bonus resources, and as a result and reward for cooperation - collect even more of them.

[h3]Regular nodes[/h3]

The smallest, regular nodes will also contain about ten times more resources in them in comparison with old node spawners, which will lead to making open-world nodes more worthy of stopping by and collecting them. In exchange, their respawn time will be prolonged to balance the number of available resources in the game world. This means they will be exhausted sometimes, so gatherers can't just stand in one mine occupying it all day. They will need to go to another mine or start roaming to find the new nodes with 10x more looting resources in the open world.



[h3]Gathering system User Experience improvements[/h3]

We are aware that having spawners that spawn random resource types instead of spawning the same material each time never had good UX and was hard to understand and predict. Because of this, we were receiving complaints that resources in other nations are unbalanced so we wanted to improve your experience and make the system much more clear and fair for everyone.

[h3]Random nodes spawners[/h3]

The random spawners are gone. In exchange for them, we are introducing rare resources veins. These will make it possible to collect different rare resources from one deposit to ensure balanced access to all rare resources which will be much more convenient and rewarding.

[h3]Passive/active gathering tooltip[/h3]

We are also changing the tooltip for gathering to inform players that we have two ways to gather resources – passive and active. From now on the tooltip will be “[E] or hit to gather”, which will clearly tell that there is a faster and more efficient way to gather resources by actively hitting them with your tools.

[h3]Nodes destruction system[/h3]

The visuals of node gathering have been improved. A lot of players asked us for more informative feedback while gathering nodes, so we started the work on the system that will show destruction of the nodes and veins in real-time, which should be very pleasant for eyes and also will tell you in what part the node has been already gathered.



[h3]Other changes[/h3]

There are also a lot of smaller changes regarding the economic overhaul, and here are the most important of them:

– Balanced the strength of the gathering tools, to reduce the difference between the worst and best tier tool
– Balance resource deposits on locations to allow use resources collected in one gathering run to upgrade at least one location element
– Updated the quest resources spawners (for example fallen trees) so they will not impact the game economy and have faster respawn
– Improved resources respawn system to remember the last interaction, instead of starting a respawn timer on the first touch. It will prevent respawning the node while gathering, what looked bad
– Balanced and unified farms size to be mirrored to their counterparts on the map
– Updated the Pickaxe events on the map to use new resource nodes and veins

[h2]Quality of Life[/h2]

– Animated next part of equipment models. There are too many to list them one by one. :)
– Recreated two lost memorials in the game world



[h2]Fixes[/h2]

– Fixed the issue causing input window for naming the horse were reopened on try to put too short horse name and that could lead to rolling horse stats exploit
– Fixed the issue causing learning the recipe from item disassembling required a relog to recipe to be added to the player known recipes list
– Fixed the issue causing players not to receive a notification when learned the recipe
– Fixed the issue causing infinite swimming animation bug after arming a weapon on the mount while in water
– Fixed the terrain in Blackrock, and many other terrain holes, texture bugs, and navmesh bugs
– Fixed the impassable archway in the church model
– Fixed the holes in a texture of Heavy Clan Shoes

Hotfix 28.05.2021


We are introducing a hotfix for yesterday update, addressing some more of your feedback and reports:

[h2]Quality of life:[/h2]

– Experience for gathering is now given at the moment when the player gets a tick that gives items, not only when gathering has ended
– Veins are respawning quicker
– Regular resources respawn quicker but the respawn time can differ more now, since the timer is not fixed but drawn from a time range
– A little longer gathering time on regular resource nodes, to keep the number of resources collected in a given time balanced
– Adjusted the limonite drops in veins and regular nodes
– Improved showing citizens professions in the location preview window

[h2]Fixes:[/h2]

– Fixed the issue causing the Volcano event could be started twice
– Fixed some minor localization bugs, including Sunflower description in polish language and \n instead of a new line in location others section
– Fixed an issue causing veins were dropping much less items than they should
– Fixed an issue causing experience and achievement for gathering resources progress were not counted properly
– Fixed an issue causing showing wrong icon over players character related to guild placements in rankings
– Removed the misleading non-loot icon on the Greatfall location preview window
– Fixed the issue causing limonite veins were not counted on the Dundrum Village location preview window

Weekly Update 272 – Getting ready for the next week major update!

Greetings, Warriors!

As we are almost ready with the huge Economy overhaul we announced some time ago we are continuing our work on addressing some of the most recent feedback and reports. We have some fewer changes for you than usual this week, but there are some significant ones that should be much appreciated by the community. And of course, for the next week, we are planning to deliver a major update that will reshape the whole game economy!

We are also celebrating the release of Siege Survival: Gloria Victis – standalone survival resource manager game, created by our friends, who strengthened up the MMO team recently. The release of the second game set up in Gloria Victis world is already bringing a lot of new players to the MMO, so, please take good care of the newcomers!

Be sure to check our official Gloria Victis Wiki too! It contains a lot of explanations and answers regarding various game systems, to help you become more efficient and better prepared for upcoming challenges!

The screenshot’s authors have been awarded. Salty, Wilczycka and ontuto – check your Ambers!

[h3]Upcoming Economy overhaul:[/h3]

The target of the upcoming changes is to make more gathering places and introduce some diversity in them, to create more dependency between economy and territory control. We also want to encourage players to roam more around the game world in search of resources.

Gathering resources will require more activity and action, and there will be a possibility to gather resources with friends and have benefit from that. Resources will be more accessible for all. Top-tier economic flags will still give the best earnings, but they won't have every material as they do now.

It will be a huge game-changer that will need to be adapted to. This will change the whole economy, prices, expenses, and demands on resources. The game will gain more content for gatherers and provide more sense of conquest and a reason to defend lower-tier flags.

So we will deliver flags specializations, changes in the methods of gathering, a new type of resources nodes, and rework of the user interface that will greatly improve user experience regarding the game economy. If you haven't seen the vision doc yet, be sure to check it here, and you are more than welcome to join our Discord and share your opinion on the dedicated nation-castles-resources channel.



[h2]Changelog v.0.9.6.14 Beta[/h2]

[h3]Players Suggestions for Quality of Life improvements:[/h3]

– Following community suggestions, players that have over 70% of assist participation in knocking out a given enemy have loot priority and can loot that enemy immediately. Other players have to wait 3 seconds to loot and if they try to do that sooner they are receiving a proper warning (“For 3 seconds priority to loot belongs to player with the highest participation in kill”)
– Based on players' requests, from now on, gained deactivation points are being shown on the guild members list in the guild window. It will help leaders and officers to track the activity of the guild members
– You can change your daily challenge if there is no progress in the already chosen one
– Added protection time to the warning message when someone tries to steal an enemy’s crops on the enemy location

To show our gratitude and pay respect to our friends from the Chinese translator's team, we raised an ingame memorial for Chen, a translator who recently passed away. We express our deepest condolences and our hearts go out to Chen’s family.



[h3]Fixes of issues reported by players:[/h3]

– Fixed the issue causing the Giant Slayer Steam achievement to count only Old Giant. From now on, killing a Giant is also counted
– Fixed the problem with the pop-up window after removing an item from the workstation. From now on the pop-up will not occur but a confirmation window will show after each attempt to remove the item directly from the workstation. To remove an item, the player should move it to inventory, and then next remove, a proper error message has also been added

Weekly Update 271 – Addressing Players Feedback & Reshaping Rodrock

Greetings, warriors!

This week we are delivering promised rework of the Rodrock area and a lot of fixes and quality of life improvements requested by our precious community. Most of the changes we are introducing today are based on your suggestions and feedback, so we believe you will be very happy with them. The core of our team is still working on the upcoming resources and economy overhaul when our coders had some more time recently to address some of the issues reported by players and introduce a lot of convenient fixes and improvements in various systems.

And without further ado, let’s see the details!

The screenshot’s authors have been awarded. sCaRfaCe, 3,PzG DiPetro and Salty
– check your Ambers!


[h2]Changelog v.0.9.6.13 Beta[/h2]

[h2]Reshaping Rodrock [/h2]

As announced last week, our level designers took care of Rodrock's position on the map to mirror its counterpart's links better and ensure a fair and equal approach for both nations that are desired to attack and hold that part of the map.

We have seen that Rodrock has to be moved a little because the location was placed too close to Original Faith Order Keep, and because of that siege event on Rodrock is slightly getting on the guild castle area. To remove that issue our level designers reworked the terrain around that place and balanced the distances between locations to make them fair for Ismir and Midland. In the future, there are plans to add some more locations on the whole map, so you may be happy with some new battlegrounds that will ensure more balance on nation castle links and create new holding and attack points.

[h2]We need your feedback[/h2]

On our official Discord, we just started a channel for a discussion about Nation Points and the Glory system. You will find there a document that explains the evolution of the Glory ranking and the Nation Points system over the years in order to discuss with you our ideas for changes to the Nation Points system. We are encouraging you to take part in the discussion and counting on your constructive feedback and suggestions!



[h2]Players Suggestions for Quality of Life improvements:[/h2]

– Following your feedback, from now on, you will be able to invite to or request a party by using the right-click menu on the player nickname on chat
– As you asked, we reduced the amount of information on the combat log, to make it more clear. Some of the information that was doubled on the combat log and pop-up information will now only show on the mentioned pop-up. Damage logs of burning buildings will be shown less frequently
– Added training gates on Arena, requested by the community
– Following one of the suggestions, the third gate of Tenebrok has been exchanged to a tower, to preserve the same amount of possible attack directions as in this location counterparts on the map
– From now on, the price set for a given item on the stall will be remembered
– Party members' attack indicators on the arena have been hidden. Ally (party) damage should now work just like on the open world
– Disabled visibility of the gathering crops timer of another player (owner can still see the grow timer). The protection time that is preventing pillaging crops has been reduced from 2 hours to 30 minutes
– After receiving a suggestion about limiting the Volcano event for players that achieved at least 90th level in-game, our designers, taking into consideration that this is still a hard loot event and PVP event for most experienced players, decided to push the idea further and lock this event only for characters with max level (100)
– Changed some low-level item icons and models, re-equipped some NPC’s to refresh their visuals.

[h2]Fixes of issues reported by players:[/h2]

– Fixed the design loophole for SoW preparations and changing SoW time by forcing changes of timers only on nightlock.
For example: if you set time change when the token is set, it will change the next nightlock (not the closest one). After that, the system will add tooltip info on the flag like "SoW time will change in 28 hours to 19:00". Change of the timer is not possible if there is a change already set and waiting for an application
– Fixed the backward token edge case issue, causing showing the information about upcoming SoW on castle if it was captured by the guild from the same nation
– Fixed the issue causing it to be possible to teleport through the open gate
– Fixed the issue causing the party window to be visible after leaving the party

Weekly Update 270 – Incoming!

Greetings, warriors!

This week, the core of the team is focusing on upcoming changes: rework of the area of Rodrock and the resources rebalance. Since those are both quite significant changes, we want to reserve more time to prepare and test them, but we can share some insight already. In the following weeks, we will prepare a new questionnaire for you, to gather your feedback about multi-accounting. Today, based on your requests and answers in one of the previous questionnaires, where a record-breaking number of 83% of players agreed that it should be taken care of, we are taking care of multiboxing - due to the numbers of potential exploits and bypassing the game balancing systems, we believe that this change is a necessary step forward for our game, and in-game questionnaire proved it best.

We are very happy to see how our community is helping and sharing their knowledge and experience with other players. Later in this changelog, you will find a new advanced combat guide, recorded by our community members – QueenJulia and Arakiel. Leave a like under video and some love in the comments section!

Like every week we have some quality of life improvements and fixes, so check the details below and see you in battle!

The screenshot’s authors have been awarded. Banokles, confederate pvt stone and sCaRfaCe
– check your Ambers!


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

[h3]Resources rebalance[/h3]

A few weeks ago we shared with you a vision doc of the upcoming changes in the game economy and the impact of territory control on it. We gathered a lot of valuable feedback and the presented ideas have been warmly received by the community.

We took the data from recent months and have seen that there are just a few frequently used resources gathering spots on top-tier economic flags like temples and guild provinces.

Long story short, the target of the upcoming changes is to make more gathering places and introduce some diversity on them, to create more dependency between economy and territory control. We also want to encourage players to roam more around the game world in search of resources.

It will be a huge game-changer that will need to be adapted to. This will change the whole economy, prices, expenses, and demands on resources. The game will gain more content for gatherers and provide more sense of conquest and a reason to defend lower-tier flags. Gathering resources will require more activity and action, and there will be a possibility to gather resources with friends and have benefit from that. Resources will be more accessible for all. Top-tier economic flags will still give the best earnings, but they won't have every material as they do now.

So we are currently working on announced flags specializations, changes in the methods of gathering, a new type of resources nodes, and rework of the user interface that will greatly improve user experience regarding the game economy. If you have not seen the vision doc, be sure to check it here, and you are more than welcome to join our Discord and share your opinion on the dedicated nation-castles-resources channel.



[h3]Rodrock area rework[/h3]

Balancing the map and mirroring the links on the other counterparts of it is very important for the game and players. We can see that Rodrock has to be moved a little because the location is placed too close to Original Faith Order Keep, and because of that siege event on Rodrock is slightly getting on the guild castle area. To remove that issue our level designers are working on the terrain around that place and we will balance the distances between locations to make them fair for Ismir and Midland. In the future, there are plans to add some more locations on the whole map, so you may be happy with some new battlegrounds, that will ensure more balance on nation castles links and create new holding and attack points.

[h2]Changelog v.0.9.6.12 Beta[/h2]

[h3]Multiboxing and Multi Accounting[/h3]

Multiboxing allows, for example, "bypassing" the map by having a few alt accounts logged in at the same time at several castles to defend them without any risk of moving to them in the open world, or "alt-tabbing" to another character when the first character runs out of arrows or needs to regen, or simply to "spy" on different nations.

We asked you if we should disable the possibility of logging in to multiple accounts at the same moment to prevent the potential exploits mentioned above, and received a record-breaking number 83% of players voted for "Rather Agree" or "Definitely Agree". Because of that, we are blocking such possibilities from now on.

The next step in a related matter, to minimize the potential exploits and ensure a more safe and player-friendly environment in-game, we will prepare a questionnaire about multi-accounting, and if we should introduce a cooldown between switching to other accounts.

In recent weeks we observed that players are not trusting others, especially new ones, and it can lead to bad experiences on both sides. 96% of uses of votepsy command in last week has been used on new players, who had no relation to any other nation or account. The usage of the command in most cases lacks any description or evidence of voted player action. It is also visible that when one player has been accused of spying his whole guild has received the same tag and it led to a lot of false-positive reports and bad blood.

Please, read the rules of using the votespy command on our wiki and follow them. Keep in mind that using that command wrong may lead to losing a lot of new players and having overall a very bad impact on the playerbase and morale. Introducing a block to multiboxing and cooldown on switching accounts should greatly reduce the toxicity and bad emotions that can be caused by potential spies, and thanks to that players should feel safer in the game.



[h3]Quality of life[/h3]

– Updated the animation while exiting the game. From now on the character will not sit on the ground right away
– Corrected CoA display on material for the stall, to remove the blur effect on them

[h3]Fixes[/h3]

– Revive has been turned off on the Valley of Death Tournament, assists in that mode will be counted instant when the enemy will lose consciousness
– Players are no longer losing nation points if they die during the tournament and respawn in the capital after the tournament ends
– Fixed the issue causing wrong glory points / KDA scoreboards distribution when players lost consciousness on the tournament or siege event
– Fixed the issue that could block the login process after providing an invalid password
– Fixed the issue causing guild heraldry was not shown on the stall from the perspective of its owner
– Fixed the issue causing jumping on horse animation was pulling players back
– Fixed the issue causing the proxy player to have animations of the upper body not modified by horse-riding if he didn't pull out the weapon in the session of being in the Area of Interest of another player
– Fixed the issue causing the guaranteed pool of nation points for damage dealt (PvP) wasn't reduced by the last hit (other hits consume pool's points). This allowed them to receive more points from one player than the designer planned. From now guaranteed pool's points are properly decreased after the last hit
– Fixed the issue causing teleport confirmation windows could show under the map

[previewyoutube][/previewyoutube]And here is the promised advanced combat guide we can share with you thanks to the QueenJulia's initiative and commitment. Be sure to check the beginner's guide too and support our community content creators by leaving a like, sharing, and commenting on their awesome videos!