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Weekly update 245 – Forefathers' Eve, siege detection and horse changes!

Hello warriors!

We are happy to introduce the first set of changes in horse mechanics long-awaited and highly requested by Community! Battles involving cavalry will be fairer for both mounted and on foot fighters and horses movement has been improved and optimized. Check the details below!

We are also launching a new Halloween event that will allow you to earn some nice fireplace and furnace skins and unique Halloween items!

In addition to the two above, we are introducing crafting quests for Ismir and Sangmar nations (Midland received theirs last week), some fixes and improvements reported and suggested by our Community.

See you in battle!


The screenshot's authors have been awarded. Tarrocan & KatyushaCHL – check your Ambers!


Changelog v.0.9.4.5.1


[h2]Horses improvements and balance[/h2]

Horses are with us for some time already, becoming an awesome way to explore and learn the world of Gloria Victis, but also became viable tools and support in battles and sieges. We were gathering feedback and suggestions from the moment we introduced them to the game and now, having a good view on found issues and suggested improvements we are addressing them.

Movement of the horse on the client-side has been changed, not to emulate, but to extrapolate the server movement. We were able to do that in another way which the player moves because a player can rotate very quickly and that would give the bad feeling on its case, while horses feel much more stable now. Reported desynchronization issues between client and server should not be happening anymore, and so user experience while riding and fighting on the back of the horse is more reliable now.
(Please be aware, that those changes won't affect how the client will see other players horses, we will be working to that part within next updates).

Development of dynamics attribute shortened the speed changes including slowing down of the horse - so the lower the dynamics of the horse was, the slower it slowed down after receiving the blow that should slow it, which resulted in losing less speed than should be lost and avoiding attacks.

It should work the opposite way, so we fixed that. Now you have to develop horse dynamics to have better chances to recover after your horse will receive a slowing blow.

And one more thing. Spears have received unique ability. When the horse is accelerated above the running speed and gets hit directly from the front on the red power bar with a spear, the horse will be stopped and will rear. So, you can now play as anti-cavalry pikemen!

We are couniting of your feedback regarding the above changes, be sure to check our official Discord server and reach us on the #horses-feedback channel or send your opinion via ingame tool!

[h2]Guild and Nation Castles siege detection changes[/h2]

According to Community feedback and suggestions, it was quite uncomfortable to receive information about single players in a range of Guild or Nation Castle. It led to unnecessary stress and misleads. That is why we changed conditions that are triggering those communicates.

[h3]Guild Castles:[/h3]
From now on, communicate about enemies in the Guild Castle area and the red border on the flag will be shown when the base condition and at least one of the additional conditions are met:

Base condition - have to be met to check additional conditions:
  • Tokening is being in progress or it is less than one hour to the upcoming State of War.
Additional conditions:
  • An enemy players that happen to be in castle range is leading a siege engine
    or
  • Group of attackers have at least X members (the exact number required to trigger the attack detection is automatically adjusted to the current number of logged players on a given server)
    or
  • The amount of attackers is at least 5 times smaller than the number of defenders in the siege area (Similar as it is working with activity drop on GC and tokening)

[h3]Nation castles:[/h3]
From now on, communicate about enemies in nation castle area and the red border on the flag will be shown when at least one condition is met:
  • An enemy players that happen to be in castle range is leading a siege engine
    or
  • Group of attackers have at least X members (the exact number required to trigger the attack detection is automatically adjusted to the current number of logged players on a given server)
    or
  • The amount of attackers is at least 5 times smaller than the number of defenders in the siege area (Similar as it is working with activity drop on GC and tokening)

Those changes, highly requested by the Community will allow for better defence preparations and management of forces, but as well will add another layer of tactics for enemy scouts and small guerilla groups.

We received a postcard from some Templars having a vacation in Baalhammon. Say "Crusaaaade"

[h2]Forefathers' Eve[/h2]

Haloween is near, and on that occasion, we are adding to the game an event with awesome rewards! This year it will be a little different because we are referring to the Slavic tradition of Forefathers' Eve.

By fishing or farming, you will be able to gather a special item – Primeaveal Seal. Get some of them, and meet Pellar in your capital – after giving him the appropriate number of seals, he will for short time summon the Wraith to the capital, which will allow you and your nation members to exchange the Seals for fireplace and furnace skins. For food and drink, it will give you new unique elixirs with powerful buffs, and known and loved Haloween items like masks and lanterns.

[h2]Crafting quests[/h2]

We are adding announced last week crafting quests for Ismir and Sangmar nation to match Midland ones introduced last week.

After the general introduction to the game and making a few first quests, you will be able to take Crafter Training. Those quests aim to introduce novice players to the world of crafting – showing how it works and necessary mechanics such as gathering resources, giving items to NPCs or disassembling them.

Training has a plot outline, so it's not just about gathering 5 resources and producing 5 items.
Look for the markers in crafting zones of capital cities and let us know how you like the quests!

[h2]Quality of Life:[/h2]

– Buff “Fighter” that is reducing respawn time and is related to the number of gathered and held Nation points on a character will be applied when a player has 2000 NP. Until recently, before we removed negative NP from the game it was added to players who had positive NP, so it is working like before – rewarding players who were able to keep positive NP on their accounts before – and now, when a player has over 2000 NP on the character
– Digestion Tincture was not working properly. Because tinctures have long-lasting effects and after fixing the issue we found using digestion buff could swap with important and probably more useful buffs, we changed it to be an elixir. We removed that buff from players who had it and compensated that by adding for them Digestion Elixir to be picked up from Auction house collect tab because otherwise, it could swap with a more important tincture or elixir buff
– Multiple optimization changes related to NPC spawners, players characters and terrain
– Adjusted position of Ismirean quest "For the motherland!"

[h2]Fixes:[/h2]

– Fixed an issue that prevented to use quick access bar after respawn properly if a player tried to wear or remove part of the equipment while being dead
– Fixed an issue that caused interaction and status bar of the planted crops and greens was not visible until player pressed Esc button
– Fixed reach of Sir Landry’s sword skin. Due to a bug, the effective range of that sword was 25% shorter than its model and counterparts.
– Fixed an issue causing stablemaster showing logistician dialogue
– Added missing description of Leather Sack

[h2]Hotfix 2020-10-26[/h2]

[h3]Tweaks:[/h3]

– Boosted Crusher's Sword – reduced stamina cost from 21 to 18 and changed side swing damage modifier from 0,9 to 1
– Changed Rusted Crusher's Sword – reduced stamina cost from 21 to 19, changed stab damage modifier from 0,8 to 0,4, and boosted side swing damage modifier from 0,8 to 0,9

[h3]Halloween:[/h3]

– Reduced cost of summoning the Wraith from 10 to 1 Primaeval Seal
– Reduced cost of the elixirs from 10 to 5 Primaeval Seals (other resources didn't change)
– Added info that event gives 20 elixirs for 1 event (it was like that but there was lack of the info)
– Reduced cost of the campfire skin from 100 to 80 Primaeval Seals
– Reduced cost of the furnace skin from 200 to 150 Primaeval Seals
– Added new event - exchange 60 Primaeval Seals for Crusher's Sword +3

Weekly update 244 – Step by step! Chop-chop!

Hello warriors!

This week we are introducing changes related to guild rankings and balance of the servers, encouraging players to fight, an extension of the gathering system with new crafting quests and brand new skins for bows! Like always, there are also a lot of QoL improvements and fixes.

And don't miss the PVP event this weekend! It will start at 9:30 PM GMT (Saturday, October 17th). Join us in the arena on the [North America] Aquilla server and fight for fame in 5v5 battles. The winners will be immortalized on the in-game monuments and every participant will be rewarded – to arms!

Read below for details, and see you in battle!

The screenshot's author has been awarded. Siegbert – check your Ambers!

[h2]Changelog v.0.9.4.5[/h2]

[h3]Changes in Nation Points:[/h3]

Nation Points – important resource gathered by players during gameplay, the base for Guild levelling, guild ranking and part of the balance algorithm. Players love to hoard them, hate to lose them, and just those two things led to specific issues: Players who had negative NP and players who had a lot of them were discouraged to fight because respectively they would need to grind they way back from below 0 or were scared to lose their hoarded NP in a fight. Such discouragement was very visible in cases of underdog nations – it was an achievement to gather enough NP to give them to the guild.

That's why we changed it so you can no longer go below 0 with your Nation Points and a minimum amount of NP that can be donated to the guild is now 1.

Regeneration of NP has been removed from the game since there is no need to keep it with that assumptions.

We also introduce the max cap for nation points, which is now 20 000. This will encourage players to donate their points to guilds frequently, preventing them to keep the donations for the last day of the season, which will greatly help in rankings clarity and transparency. It will also prevent “buying” Nation Points by guilds.

And last but not least, you will be able to gather NP and donate them only on your main server, which is a great change to prevent players from farming NP on other servers and impact their balance. [A reminder: you can change your main server anytime with one-week cooldown]

[h3]Resources Gathering and Crafting Quests:[/h3]

From now on, you will not need to wait for the gathering or mining bar to go to the end to receive items – resources will be added to your inventory every now and then during the duration of the gathering or mining bar what is just more nice and convenient.

You will be also able to actively gather resources by using your weapons and mining tools. Hitting mineral nodes and fallen trees will be faster than automatic gathering, so it will be faster to actively hit the coal node with a pickaxe than using E on it. Just remember that old rules still apply – it will be faster when hitting mineral with a pickaxe instead of a sword, using an axe instead knife to gather trees etc.

In addition to that, we introduce crafting questlines – in today’s update for Midland – Sangmar and Ismir nations will receive their quests in the next weekly update. After the general introduction to the game and making a few first quests, you will be able to take Crafter Training. Those quests aim to introduce novice players to the world of crafting – showing how it works and necessary mechanics such as gathering resources, giving items to NPCs or disassembling them

Training has a plot outline, so it's not just about gathering 5 resources and producing 5 items.
Look for the markers in crafting zones of capital cities and let us know how you like the quests!

Known issue: Some quest require to deliver items through the special window (like this one when upgrading castle walls) and this window is not closing automatically after providing requested items - we are aware that it may be confusing.

[h3]Bow Skins:[/h3]

Community asked. We provided. Just take a look: Aren’t those awesome? Be sure to check Supporter Shop in-game to take a closer look!



[h3]Three-way Sieges questionnaire:[/h3]

One of the last ingame polls was related to the three-way sieges and their frequency. According to the Community choice (71% of players voted for "Rather Agree" or "Definitely Agree"), we are making a chance to roll that kind of event higher.

We’re very glad that you like to take part in those sieges and actively helping us by participating in polls!

[h3]Player Report tool improvement:[/h3]

Reporting a player will now send to us detailed data about reported player stats, buffs and equipment.
That tool will be useful against players who may be suspected of exploits or breaking the game rules.

[h3]Quality of Life:[/h3]

– Added a flicker animation on the button for giving quest items to NPC, which will improve a user experience while doing crafting quests
– Added a gate in Dunfen, leading from crafters area to port, as a part of changes related to new crafting questlines
– Improved collider position of underground entrance in one of the questlines near Dunfen

[h3]Fixes:[/h3]

– Fixed an issue that was spawning some mobs and NPC’s on the server even when there were no players around, what will result in slightly better servers performance
– Fixed a collider issue allowing to leave one of the spawn points before the end of the countdown on Valley of Death tournament
– Fixed an issue causing wrong backstab calculations for mounted players fighting PVE mobs, which will rule out debatable cases of missing the backstab on a mob while mounted.
– Fixed an issue related to snaping plants to the ground after spawning them
– Fixed an issue of showing misleading notification about destroyed workstation (furnaces etc.) when workstation has been despawned due to inactivity. Be advised, that items from such workstations are moved to “collect” tab in Auction House
– Fixed despawn and removed all inactive workstations that could be used as part of the defence

Weekly Update 243 – Improving the Foundations

Hello Warriors!

This is a busy time for Gloria Victis. We just started a new Glory season a few days ago, players are already fighting hard for placements in rankings and to gain the titles and achievements. Thanks to the recent changes related to the Traitor mechanics, our analytics show that the occurrence of traitoring/spying/griefing has been greatly reduced. It’s a great news for us, and the players themselves – thank you for all your help!

And there is so much to come in the following weeks!



The screenshot's author has been awarded. KatyushaCHL – check your Ambers!

[h3]Work in Progress Insight:[/h3]

Enhancing the player-driven economy

Gloria Victis is based on three pillars – open PVP, territory control, and player-driven economy. The proper balance and interpenetration between all of them results in great, and immersive gameplay shared between all types of players – fighters, gatherers, builders and crafters.

Recent updates were focused on the PVP aspect of the game, and now we would like to do some more to make a game economy better backup for the frontline fighters. Inspired by "Siege Survival" (check the free Prologue!) and the Community feedback, we found out that Gloria Victis would greatly benefit from crafters and builders being able to support their nation better in the territory control efforts and frontline battles.

On top of the extensive amount of collected data, we received a lot of feedback from you that you would like to be more active on the map and see other players more often outside the capital. We've been asked to make something that will encourage entire nations to be more supportive and united in a common task: to hold and extend your territory, and to make all the gameplay features more connected.

And that will be the Bastion feature! It will introduce the castle management system, offering better rewards for caring for the castles and their needs – both those controlled by nations and guilds. It’s also going to be an extension, or even completely another layer, of possibilities to support fighters on the walls actively with what part of our Community love to do in a game – crafting, building, and resource management.

Combining Bastion with planned changes to the resource gathering system – and adding the dedicated crafting questlines! – which will make resources gathering more intuitive and player-friendly, this huge system will add a new gameplay layer and encourage players to be more active in the ultimate conquest.

Engine upgrade:

The core of the Devteam is focusing on a huge technological upgrade related to updating the game engine. The server side of the game is already updated and finally, we were able to run a test session of the upgraded client with our Community testers team. It is important to mention them (especially Veland!) who helped us greatly in testing the new client version on an upgraded engine and gave us a lot of constructive feedback and reports! Thank you for your help from the bottom of our hearts!

Other upcoming changes:
  • Freebuilding overhaul is under development for quite some time, and we are working hard on making it as good as possible.
  • Upcoming new questline for Ismirs - to make numbers of questlines for all nations even (Sangmar and Midland received theirs in the last weeks).
  • Halloween content (Spoooooooooooooky)
  • And a lot of fixes and quality of life improvements reported and suggested by our precious Community which part of you will be able to see in this very update!




Take a look how comfy it feels inside the new walls prepared for Freebuilding overhaul!

See you in battle!

[h2]Changelog v.0.9.4.4.2[/h2]

[h3]Quality of Life:[/h3]

– Improved Kargald Boss – his stats have been changed – from now he should be able to be killed by solo players. Also, he will use a bow when attacking players will be out of his range
– Increased range of using command /votespy and added more informative description – Remember! This system is used to force harmful players who do not have the status of a traitor to leave a location. For example, blocking passages or siege engines
– Adjusted chances for items dropped from Bald Scavengers' Chest
– Added range of the weapon displayed at its’ tooltip
– Adjusted chances for successfully reinforce an item and added the description to tell what are the chances to destroy the item in the process – from now, lower tiers are easier to upgrade, so there will be more use case for Common and Decent equipment reinforcements
– Improved the underdog tagging system to not include the inactive players into the player counters – even though the current player numbers are the lowest fracture of all the parameters analyzed by the balancing system, people were reporting that it potentially were tried to be abused, so we made sure it is being covered better now)
– Added possibility to copy Questionnaire and guild description from Guild Recruitment Board – to allow easily paste that to the translator or share information
– Added caching last chosen daily challenges – to put them at the top of the list for the future, so after few days of choosing them, you will have your favorite daily challenges always on top
– Added possibility to spawn quest bosses only when there is someone with that quest – what will allow us to create more interesting quests in the future

[h3]Fixes:[/h3]

– Fixed issues with Hippo boss at “A tyrant and a convict” and “Absolute power” quests
– Fixed edge case with closing scoreboard after unfocusing game window – it was impossible to close it and needed restart of the game
– Fixed an issue causing that the fortification models at Dimar and Skogar weren’t visible until player got really close to them
– Fixed issue with placing player made workshops at Guild provinces – it not always used the item, so it was placed for free
– Fixed 4th upgrade of Norfolk – there were missing guards
– Fixed issue allowing to spawn the mount even while having the cooldown
– Fixed Wilga’s dialogue – there was a case of an old player, who didn’t make all of the new quests, but was in progress of the “For the motherland!” or “Meet me on the battlefield” quests
– Added possibility to scroll guild description at Guild Recruitment Board
– Fixed issue not allowing to use commands (default “X” button)

Weekly Update 242 – Set an ambush like a boss!

Hello Warriors!

As always, we welcome the new Glory Season with a series of significant changes! It includes a brand new cyclic event that allows for smart and fun ambushes, as well as another round of changes to the Traitor mechanics requested by the Community. We hope you’ll love them!

More than that, we’d like to let you know that we’re doing steady progress with upgrading our game engine to the new version! All servers are already running on the upgraded build, and we’re coming closer and closer to finish the client-side upgrade. Stay tuned!

And of course, be ready to start the new Glory Season like a boss! The top players of the just-ended season have earned their rewards and titles, so it’s the time to compete against the others and fight your way to the top of the ladder!

A little explanation for the new players: Glory is a season-based ranking which rewards you for activity in the faction v faction v faction PVP. The seasons last around 2 months (depending on the current updates schedule) and the top players are rewarded with unique titles and gold. Also, every Thursday night you’ll get Contribution Points – an in-game currency used to purchase special items from the Glory Quartermasters. The amount of earned CP depends on your position in the leaderboard, so climb up!

See you in battle!

[h2]Changelog v.0.9.4.4.1[/h2]



The screenshot's author has been rewarded. Veland – check your Ambers!

[h3]Traitor mechanics:[/h3]

As you surely know, the latest update introduced several significant changes to the traitor mechanics. We made them because an overwhelming part of the users, who voted in the in-game questionnaire about the traitors mechanics, wanted us to make drastic changes.

They received a warm welcome from the Community, so this week we deliver another round of tweaks so the new season will be even better!

First of all, we introduced several long-requested restrictions for the noted lawbreakers – players with the Traitor and Wanted status, regardless if it was applied permanently due to low reputation, or as a time-limited penalty for recent actions. From now on, those players can’t:
– Loot the ally players who have positive reputation
– Capture enemy locations
– Use ally-controlled siege engines, defensive devices such as boiling oil, and gate doors in the ally-controlled locations
– Enter the duel arenas as a spectator or the large training arena

Other changes to the Traitor system:

– Killing ally players don’t grant the Nation Points anymore
– From now on, the players with Banished and Wanted status (received respectively: after a successful vote made by allies on exiling such a player from the current location, and after commiting a crime against ally players which is punished with a short penalty) can only spawn in, and unstuck to the capital city – respawning in, or unstucking to the capital will remove the Banished or Wanted status
– From now on, the players with Banished, Wanted, and Traitor status can’t respawn in their tents to prevent abusing the penalties
– Reputation loss on attacking the ally players is now increased along with the Crime Counter
– Improved informing the player about statuses related to the Traitor system
– From now on, the player initializing the vote over banishing another player from the current location must provide a reason for the vote, which will be send to the moderation team – so this feature will remain used for getting rid of players abusing the traitor mechanics, not for trolling legit players



[h3]Quality of Life:[/h3]

– Introduced a new cyclic event “Supplies for the bold” which allows to make the best use of stealth mechanics and ambushes – the players can find a hidden chest in dozens of various places in the world, both in the central areas, and on the links, to collect helpful supplies or worthy treasures, although many chests are located in places which allow for an ambush or a quick raid by enemy party, and collecting them takes time too!
– Enabled one missing grid slot for Guild Castle Freebuilding in Castle Audunstede by the cliff in the mine, so now it will be possible to lock out the mine with walls more accurately – as in other tier 3 Guild Castles – and eliminate a possible defence weakspot
– From now on, the respawn time of ballistas during the State of War in Guild Castles (only ballistas, and only in GCs) depends on the number of attackers, allowing for more balanced gameplay regardless of the current population on a given server – the respawn time will by changed only if there will be very few attackers, which means they won’t possibly ever be able to overcome respawn of all ballistas, from our current data it should affect only Monteverde and Dukla SoW’s on average
– Added displaying the remaining respawn time by the name of the destroyed siege engines
– Balance tweaks to the Fisheries status to make them decrease a bit slower



[h3]Fixes:[/h3]

– Fixed a bug which occured after the recent change to the NPCs feinting mechanics – prior to the mentioned change, the NPCs could perform an infinite number of feints before actually attacking. This issue has been fixed a couple of weeks ago but due to a miscalculation, the low-level NPCs weren’t feinting at all, so the new players couldn’t learn this mechanic in the safe environment, during the starting quests. In effect they would start PVPing without knowing this mechanic, in some cases it even caused false-positive exploiting reports – we’ve now fixed that specific issue
– Fixed a bug causing that some UI elements could occasionally be swapped incorrectly, causing further issues with the UI loading system
– Fixed the missing map icons of the Rite event starting stages
– Fixed a bug causing that boss in the Secrets of Serai event, Lupul, was invisible

Weekly Update 241 – Judgement Day!

Hello Warriors!

This week we are introducing some big changes in response to our Community’s voice.
Being a niche game gives great opportunities of being close to our players, but still – we have been lacking a tool which would give us very wide, and so unbiased opinions.

Last month we added an in-game Questionnaires system, which we already used 5 times to ask you important questions about the way we shape the Gloria Victis game.

Read below for details, and see you in battle!

[h2]Changelog v.0.9.4.4[/h2]



The screenshot's author has been rewarded. J U S T O V I A – check your Ambers!

[h3]Traitor system changes:[/h3]

One of the last questionnaires was related to the players playing traitor characters. We knew that the very most of the traitor-like behaviors were done by players using their alt accounts – and those very toxic behaviours implified any potential balancing issues, since the underdog nations were the easiest prey to those players.

The Questionnaire question was:

Should we do everything we can to prevent people from griefing other players from the same nation, making the traitor life much harder and non-profitable, making sure there will still remain possibilities to use that system to get rid of trolls/griefers?

[h3]It was the most voted, and top rated poll so far. 82% of players answered that they want us to do that. And more than that, many of the players who voted against did it with feedback that they would vote yes if there would be additional voting system – like the one we’ve just implemented in this update.[/h3]

We decided that if the Community wanted the change so urgent, we should do it as soon as possible, especially as we were burning so much time for moderating such users.

Traitor system tweaks:

We do know that the very most of “traitors” were playing the way when they were not tagged by the system as traitors. We did changes below to make such a gameplay much less viable, as this was our community will.

– Traitor, wanted and crime counter buffs are now account wide, if players will be using alts traitoring, on the moderators action all of the accounts of such users might get account wide semi-permanent traitor tags.
– Users below 40 level cannot trigger the Friendly Fire button now.
– Triggering the Friendly Fire button now will have a 30 seconds delay before Friendly Fire will enable. Meantime, all of the players nearby will see a new icon above that player indicator and get a chat message of that player turning Friendly Fire.
– Players reputation cap has been narrowed to from -10000 to 10000 Reputation (before it was -30000 to 30000), as it allowed the highly reputed traitor players to do lots of harm before getting below 0 reputation
– Modified reputation gained from capping flags related to the flag type
– Decreased daily reputation gain cap from 1500 into 150 (Cap still doesn’t trigger for negative reputation cases)
– Reputation received for outlaw island events decreased from 80 to 25
– Crime counter (the buff which increases further reputation losses of player, but doesn’t mean traitor status by itself) is now not only added for kills, but also for looting our nation players, except the traitors.



Voting system:

We do know that getting rid of players who are trolling around, while avoiding the traitor status, was the biggest pain for players, and our moderators couldn’t always settle those cases “live”. For that reason we have added an voting system – all of the votes will be logged out and additionally get to our moderators, and players who will be abusing that system will be receiving traitors themselves, lifetime voting block on their account and/or bans.

To proceed voting, players need to write “ /VoteSpy Nickname”, after that the system will ask about the reason, and send it directly to our mods and every nearby player will receive information about the potential voting start.

If at least 5 players, including the initiator, will agree for the voting, all of the players nearby will receive the option to vote for that player's guilt and the accused player will receive information that voting has started for his reason.

If 80% or more nearby players will agree to the voting (the percentage is subject to future change), the player will be informed that within 2 minutes he needs to leave the area or he will get the Wanted debuff, allowing ally players to kill that player without consequences (but not to loot).

Of course we will be closely observing how this feature is being used and adjusting it, if that won’t be enough to get rid of toxic behaviours of that kind.



[h3]Balance Change:[/h3]

Balance between nations is the most important thing for us – in case of extreme disbalance, in the long term the dominating players leave the game due to boredom and lack of challenges, and those outplayed for a long time leave the game due to frustration.

During that year, we’ve done many deep changes related to balance. As a result, at this moment the players receive more than 15 different bonuses for joining and playing any underdog nation. But we have already seen a few times that almost every time when the servers’ balance improves, an “exodus” of players from the underdog nations happens as they’re being invited, or even given the Nation Change scrolls – which in the end is the worst case possible.

For that reason, we’ve decided to remove the Nation Change scrolls from our game, at least temporarily, and of course to refund them to everyone who has an unused one at their characters. Refunds – for the full price, even if the Nation Change scroll was bought with a discount – will take place at the moment of applying this update.

The free nation change to underdog nation of course stays in game (a reminder, to avoid exploits this option triggers off for players switching their main server, and is only available on their main server), also a free nation change for account with greenleaf status also stays in-game. Only way to change a nation other than underdog for “grown” accounts is to remove characters and recreate them in the other nation.

[h3]Season End:[/h3]

Even though the results of our in-game Questionnaire show that the most of players are fine with postponing the Season End further to apply it in-game with Freebuilding overhaul together, we realized that we’ have to expand it a bit too long, and that would be a bad thing to happen. Finally we’ve come to an agreement that the Season should end by the end of this month, so the last day of this Ranking Season will be September 30th.

Also, today’s update also introduces a much better ranking exploit detection system, and we would like to remind that trying to abuse the rankings can lead to account suspensions.

[h3]Engine Upgrade:[/h3]

For the last 5 days, the EU server has been using a new engine build without any regression reported. For that reason, we’ll finally be moving all of our servers to the new engine version which will help us a lot with increasing the servers performance in the long term. Same time, we are very close to bringing an upgraded test client version.
We are very happy about that, as it gives us a lot of new opportunities of improving the Gloria Victis further and faster.

Other Changes:



[h3]Market window filters:[/h3]

– Due to many false-positive reports regarding issues with displaying the items available in the market, all filters automatically reset to default when the Market window is opened again
– Similarly, changing the tab resets the tag filter and search engine
– Limited the possibility of spamming the Market with requests sent by the client
– Advanced filters don’t filter the My Offers and Completed tabs
– Advanced filters don’t show the "Apply" button if the same filters are set (i.e. if, for example, you uncheck the prescription checkbox, it will show the button, but if you select it again, the button will disappear, because the new request would not differ from the last one sent)

[h3]New questline[/h3]

We introduced a new questline for the Midland players – it adds 1.5 hour of quests gameplay to let new players better get known with Gloria Victis world and mechanics. It contains overall 51 tasks divided into 5 quests – 5 rewards to take!

The story begins inside the capital - Dunfen. As a known warrior, you get an offer to participate in the mission of regaining stolen royal treasure - but this time all need to happen unofficially. The whole action requires a group of specialized people, so your first task will base on gathering the members in the city. As always, not everything may go easily, so you meet many obstacles – during the questline, appear themes such as treason, imprisonment or duels to the death and life. Also, you will meet the side plot about preparing the wedding and missing bridegroom!

Soon we’ll add an adequate questline for Ismirs!

Also, along with the questline we've added a brand new event "Secrets of Dundrum", dedicated for the higher level players. The event asks you to infiltrate the bandit's hideout in the dungeon, clear the area of danger, and retrieve their loot. The event is designed for small, so it's a good way to take a break from the most intense action during the day.

[h3]Fixes:[/h3]

– Fixed a bug causing displaying the date of sending the chat message above the other players’ heads
– Several fixes to the bugs reported by players using the in-game reporting system