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New Glory Season has started! (Update v.0.9.0.2 – Steam Patch 201)



Hello wariors!

Let us welcome you to the new Glory season! The top players of the just ended season have earned their rewards and titles, so time to compete 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 2 months and are rewarded with unique titles, as well as gold. Also, every Thursday night you’ll get Contribution Points – an in-game currency used to purchase special items from the Glory Quartermasters. The amount of earned CP depends on your position in the leaderboard, so climb up! (As always, there are several quality of life improvements and fixes to reported bugs.)

See you in battle!



Changelog v.0.9.0.2

Rankings:

As it was announced several times, yesterday was the last day of the previous Glory season – a day where gaining Nation Points is not possible and all season-based rankings are locked, except for the Guild ranking as players donate their NP to the guilds on this last day, helping their guild climb up the rank table. It was known that the previous season’s scores were biased as it started without wiping the NP owned by players at the moment of its start. For this reason, as already announced, by the start of each new season each player’s Nation Points are wiped, giving each guild equal chances to win the new season and encouraging guild members to donate NP to their guilds.

Also, with this update the top guilds (1st, 2nd, 3rd and the rest of top 10) are being rewarded – depending on their place in the rakning – with:
1. Titles for leaders and viceleaders of the rewarded guilds
2. Special icons displayed on the nameplates of all members of rewarded guilds
3. Indication of the place taken by each of the rewarded guilds displayed in all windows showing existing guilds

On the other hand, thanks to all the collected data and feedback from our players, we’ve been able to improve the formula of Glory ranking which rewards the players for activity in the faction v faction v faction PVP. From now on, the Glory ranking is separate for each nation.

First of all, it helps to the problem of one nation being penalized with no means to gain enough Glory to compete the enemy faction players if the other 2 nations keep fighting each other in the distant part of the world. Second, this change reduces the advantages of joining the most powerful faction of the moment, giving real chances to the growing nation’s players. We hope that with this change we will see even more fierce battles – we wish you best luck in them!



Guild Castles:

As announced, the “peace time” introduced at the launch of Freebuilding system for Guild Castles, is finally over – you’re able to conquer guild provinces controlled by the enemy again! Also, lifting the “peace time” means the return of the Open State of War as well, where all Guild Castles can be sieged on Saturday in their set SoW time by guilds which will set their tokens. Reminder – since the Freebuilding system was just introduced, abusing any potential bugs which would disturb the SoW balance (such as getting under buildings and walls to attack enemies or prevent being attacked) will be considered as exploiting and punished respectively.

Get ready for war!

Quality of Life:

– Blocked the possibility to enter the regular and corner towers on upgrades 5 and 6 through windows, allowing to bypass the further layers of fortifications – from now on, towers can be effectively used to join separate layers of fortifications
– Added tooltips to player-build furnaces that will help to understand automatic production system
– Added a bar to player-build furnaces that is showing fuel usage
– Limited the distance from witch you can interact with player-build furnaces
– Updated the player’s rotation when kicking – until now, kicking was the only attack which was not slowing down character rotation, for that reason now it has the very same rules about rotation clamp as every other attack; with this change the players will have to aim at their target before kicking, which will remove the spinner Lee Sin moves from the battlefields



Fixes:

– Fixed a bug causing that if a gatetower has been built right in front of another building, moving through doors could end with the player being spawned under such a building
– Fixed an issue which could cause that the enemy activity wasn’t detected near the Tenebrok Lumbermill, reducing the effective range of alerts regarding the whole Tenebrok area
– Fixed_a_bug_that_was_preventing_players_with “_” in_the_nickname_to_leave_the_guild_or confirm_other_ingame_actions_that_require_writing_down_character_nickname :)
– Fixed a bug causing hotkeys (including ESC key) to be blocked while using the Market window’s search engine until the window is closed
– Multiple fixes to spawners, flying objects and spawners in the game world

Others:

– Reworked the duels and group duels backend code for optimization purposes – if you’ll notice any problems coming from this change, please report them in-game!
– Updated the localization system for optimization purposes. On this occasion, we’d like to thank a lot our Community translators for their help and dedication!

See you in battle!

Halloween Improvements to Freebuilding! (Update v.0.9.0.1 – Steam Patch 200)



Hello warriors!

Ready your weapons – Halloween content is in-game now! Challenge yourself in one of the world events and fight for unique Halloween-themed rewards – read below for details!

Moreover, this update includes dozens of improvements to the recently introduced Freebuilding for Guild Castles. Thank you all for your precious feedback committed to our Discord!

As it was said at the beginning of this season, the Nation Points can’t be earned or lost at this day and the scoreboards of other season-based rankings (Glory and Arena) are frozen today. However, it is the last chance to donate your NP to your guild as the Guild Points. Tomorrow, when the new season starts, the Nation Points collected by a player will count from 0 as the new season will begin.

Also, we’d like to announce that the recent Glory season will end on Tuesday, Nov 5th. As it was said at the beginning of this season, its last day – Monday – will be a dedicated day of the season's end. It will not be possible to earn or lose the Nation Points at this day and the scoreboards of other season-based rankings (Glory and Arena) will be frozen then. However, it is the last chance to donate your NP to your guild as the Guild Points. When the new season starts, the Nation Points collected by a player will count from 0 as the new season will begin.

Take your chances and climb up the ranking ladders over these last few days of this season. The fame and rewards await!

See you in battle!

Changelog v.0.9.0.1



Freebuilding:

– Updated the terrains of all Guild Castles to improve the balance of the defensive value of all Guild Castles – from now on, siege engines should only be able to get into the building area via main roads and they will get high damage overtime when trying to access that area by the rocks; also, to prevent Guild Castles being fortified only in front, it’s now possible to climb up the rocks surrounding the building areas on foot in some places; in effect, it will now be more important to make a complete layer of walls rather than building them as close to the edges as possible, as they can be destroyed by siege engines from nearby and then accessed by infantry
– From now on, building and upgrading the Main Building doesn’t consume the Fortification Points which means that you can spend more points on fortifications
– Introduced player-built workshops for each crafting profession which can be selected from the drop-down list under Workshop in the Building window – taxes from using these workshops go to the guild’s account, so it might be a good idea to provide access to them to all players of the same nation through a dedicated gate with proper permissions set on it, encouraging allies to use workshops at your Guild Castle
– Fixed a bug preventing players from setting the siege engines on fully upgraded towers and gates
– Fixed a bug preventing players from destroying the Well
– Fixed the Building Points cost of the player-built inns
– Fixed a bug preventing from interacting with NPCs at the player-built stalls until you got very close to them
– Fixed a bug that made the palisade in the suburban area of the Aquitania Castle unbreakable out of the State of War time
– Fixed a bug causing displaying the Stone Main Building preview when placing the Wooden Main Building
– Minor improvements and fixes to the User Interface and translations

With all these improvements done, we realize that the peace time with no State of War enabled should be extended to let you adjust the layouts of your Guild Castles. For this reason, the State of War suspension is extended until the beginning of a new Glory season (Tuesday, Nov 5th).

Halloween:

– Updated the catapult’s ammunition model – fire the pumpkins at will!
– Updated some of the world events: Volcano, Pride Long Forgotten and Abandoned Route (second stage of the Sea Wraiths event), adding Halloween-themed bosses to them
– Added Halloween-themed rewards which can be obtained in the mentioned world events



Quality of Life:

– Added a possibility to set the custom colors of the blocks indicators to prevent issues when they are not visible enough on specific backgrounds
– Updated the movement physics of siege engines – it will be harder to push them up a steep terrain at Guild Castles, as they will slow down and break their chassis much quicker in such a case
– Due to the recent update of Guild Castles placement, the catacombs entrances have been replaced to move them away from guild castles suburban areas
– Added NPC archers guards to the nation-controlled forts: Tenebrok, Rodrock, Greenport, Scarsdale, Seaclaw, Ulfgard
– Updated the Contribution Points earning, introducing the maximum cap of owned CP which is set at 40.000 (players already owning more won’t lose the CPs exceeding the limit) – CP won’t be earned after reaching the cap until the player spends some of them; thanks to this change, which affects only the edge-cases, we were able to increase the number of Contribution Points earned every week for the position in the Glory ranking, so the vast majority of players will now earn more CP every week after this update



Fixes:

– Fixed a problem with flying boars between Lublin and Dunfen (boars are not happy with this solution)
– Fixed a bug causing that the Nuker placement at Mudmine could spawn on the ground when the location was controlled by Ismirs
– Fixed the Logistician in the Waterford Castle
– Fixed a bug causing that the last tick of the bleeding effect applied during a duel could kill the player and apply the traitor status on the other player when the duel ends

Known issues:

We are working on fixing the bug causing that the building points aren’t always returned to the available pool – the issue seems to be more complicated invasive than we originally thought so we need some more time to fix it. Anyway, we want to assure you that we’re working on it and remind that the points are refreshing to correct state after each server restart.

Hotfix 2019-10-31

– Added 65% melee damage reduction to the stone-made fortifications
– Added 50 fortification points to the pool of each guild controlled flag
– Updated Twinfall so it has a lumbermill now and actual mine location
– Slightly expanded the available building areas at Twinfall and Order of the Original Faith’s Keep to allow for more variety in the castles layouts
– Added a collider to prevent placing siege camps at the back of Order of the Original Faith’s Keep and Leaktown
– Updated the models of workshops and inns so they will take less place with the same functionality
– Fixed all known issues related to the suburban palisades
– Improved physics of siege engines movement – adjusted damage multiplier of siege engines on steep terrain
– Fixed a bug allowing players to get more fortification points that intended by placing and removing ballistas when points were already distributed
– Fixed a bug allowing players to have more building points than intended by canceling build in repair scaffolding window
– Fixed a bug causing that the economic points had no cap
– Fixed a bug preventing players to build a structure that costs exact amount of points as left in the pool
– Fixed a bug causing wells to be undestroyable in specific places
– Added possibility to place ballistas on regular towers
– Scaffolding of all economic structures are now spawning closer to chosen place
– Multiple minor fixes to resources and NPCs placement
– Adjusted position of two quests related to Mudmine
– Multiple adjustments and fixes to game world terrains

Freebuilding for Guild Castles! (Update v.0.9.0 – Steam Patch 199)



Hello warriors – and builders!

It is time to grab an axe, hammer and trowel to raise the walls of your own settlement! The Freebuilding for Guild Castles – one of the most extensive Gloria Victis updates of all time, in terms of how much it change the world and gameplay, and how much work it required – is finally live!

Moreover, this update introduced the improved balance of Guild Castles’ placement and many balance tweaks to the nation-controlled locations.

Hammers in hands – build your castles!



Changelog v.0.9.0

Freebuilding & Guild Castles Update:

The Freebuilding system has been added to the Guild Castles and the latter have been updated. We have also added 2 new Guild Castles, so now there are 3 castles of each type, providing equal access to Guild Castles for all nations. For this reason, for the next few days tokening the guild provinces will work only on grey flags (2 new guild provinces and any abandoned ones). Costs of the State of Wars triggered on any Guild Provinces for tomorrow (Friday) have already been compensated.

Since the Freebuilding is a completely new system which fundamentally differs from the way the Guild Castles have been created before, all fortifications in the Guild Castles had to be wiped. However, thanks to this system, you have a lot of freedom when designing your castle's layout – we can't wait to see your creativeness in action! Moreover, you have a few days to build your castles before they can be attacked – read below for details.

– Added two additional guild provinces to provide equal access to each of the 3 tiers of Guild Castles to all nations
– Moved Lublin, Audunstede and Leaktown to balance the placement of provinces and gain space in the central area of the map for the endgame content which we’re going to add in the near future
– Redesigned and flattered terrains of guild controlled provinces
– Guild controlled locations are divided into three types: Forts (Lublin, Norfolk, Greatfall) are smaller, but have the largest arable fields with the best land quality. Strongholds (Order of Original Faith, Twinfall, Leaktown) are medium-sized locations in places that facilitate defense, and they have the largest pool of fortification points. Castles (Audunstede, Skergard, Aquitania) have medium fortification points available and largest pool of economic points
– Maximum upgrade level of workshops in all guild controlled provinces is 4. Since maximum level of economic buildings is limited by province economy points it is up to players what workshop on what level they prefer to have.
– Castles have predefined palisades around suburban areas that can be upgraded
– Reduced bottleneck on the keep staircases to allow more players to take part in the fight inside the building and improve importance of external fortifications

Nation controlled locations:

– Reworked Lord Wraths Abbey - adjusted buildings and defensive fortifications to be same as in other temples. The highest fortifications ring is is static, same as in Hordun and Lordly Heaven
– Moved Mudmine with quest areas around them. It balances and unifies placement of small flags on the world map

WiP and known issues:

– Catacombs entrances near Lublin and Greatfall forts will be moved to new locations
– Terrains and grids will be polished and adjusted
– Some locations have a wooden main building. Respawn point of wooden main building is located near it. To prevent balance problems in the near future it will be possible to set the main building on fire, which will increase the difference between a wooden and stone building in favor of a stone building. In turn, smaller groups will find it easier to defend the wooden main building.
– Shorter versions of the straight walls will be added asap to improve the workflow of designing the fortifications layouts



Introduction to the Freebuilding system

From now on, every guild owning a guild province is able to set up fortifications and buildings on its own!

The area where fortifications and buildings can be placed is limited and defined by a grid. The grids resemble a chessboard. The grids are adapted to the terrain, and each province has a unique grid shape based on the terrain.

The maximum number and level of fortifications are limited by fortification points - different provinces have a different number of available points. Each part of the wall, tower or gate costs the appropriate amount. Higher levels of fortification have a higher cost, so it is worth paying attention to the number of available points and adjusting the number of fortifications to the preferred level.

It is up to the players whether they prefer more wall lines of a lower level or one line on maximum upgrade. Buildings such as towers, gates, and the main building can be equipped with defensive systems such as boiling oil or ballista - these systems also consume fortification points.

Players can create their fortifications using 13 predefined models - the main building, a straight wall short, a straight wall regular, a diagonal wall (short and regular), two straight corners: internal and external, four diagonal corners: internal, external and their mirror images, gate, regular tower, and corner tower.

As a part of the Guild Castles balance update, the Guild Castles have been divided into three types, each offering its own benefits:

– Forts (Lublin, Norfolk, Greatfall) are smaller but have the largest arable fields with the best land quality.
– Strongholds (Order of Original Faith, Twinfall, Leaktown) are medium-sized locations in places that facilitate defense, and they have the largest pool of fortification points.
– Castles (Audunstede, Skergard, Aquitania) are locations with the largest pool of economic points that will allow to place more economic buildings, for large guilds that can handle defense with slightly fewer fortification points.

Due to technical limitations of other systems, in the first iteration, some objects in the suburban areas of the Guild Castles will have to remain in the predefined places. It applies namely to the resource buildings, such as farms and lumbermills, to storehouses generating supplies and key environmental objects, such as bridges. In exchange for that, castles (Audunstede, Skergard, Aquitania) have predefined palisades around suburban areas that can be upgraded.

Different types of Guild castles may have different pool of available economic buildings in the future. You are now able to place among others: workshops, crafting stations, stalls with merchants and the Market station.

Maximum upgrade of all workshops placed in guild controlled provinces is level 4. Since the maximum level of economic buildings is limited by province economy points it is up to players what workshop on what level they prefer to have.

How to start?

The leader and vice leader of the guild that holds the province have full access to the Freebuilding system, they are the ones who will choose and place scaffoldings in desired places. Other members of the guild can help by bringing materials. There is no experience or gold reward for contributing materials and finishing structures.

The first step is to build the Main Building – the centre of the castle. It can be integrated into the walls, there is no requirement to encircle it with walls on all sides. However, despite its great durability, it can be destroyed by siege engines!

After capturing the flag, the Main Building will be the only building available for construction. To enter the upgrades overview, use the table next to the flag or select the Building window from the "Provinces" tab in the guild window.

After selecting the main building from the list of fortifications, the builder will see the "ghost" of the building and will be able to place it by moving his character and aiming with the mouse to position the building on the grid – the building can be rotated in increments of 90 degrees by using the mouse wheel.

After selecting your preferred place, confirm your choice by clicking the left mouse button. If you want to interrupt the selection of a place, right-click. The flag will be moved so that it will stay in the centre of the target main building.

After setting the building ghost, return to the province construction menu and click the gear icon of the main building to confirm the build. After confirming an upgrade with “start construction” button, a scaffolding will appear near the flag, in which it will be possible to place materials and complete the construction.

Construction can be cancelled from the scaffolding window by clicking the appropriate button. Materials already in scaffolding will not be returned if construction is cancelled.
If the building is already built, you can mark it for demolition in the province construction window by clicking the corresponding gear icon and then the demolition button. After that, the building can then be destroyed by hand and siege machines.

In order to prevent a situation where the entire castle is destroyed quickly by a single person, demolition takes as much time as in the case of attacking the enemy structures. However, you can use the siege engines which can be found in the suburban area of each castle to destroy the buildings in your Guild Castle which you want to remove.

Walls, gates, and towers

Once the main building is ready, the rest of the buildings will appear in the list of available fortifications. At this point, you can proceed to the construction of the palisade surrounding your province using the appropriate parts. Similarly to the main building, open the construction window using the table in the main building or the "provinces" tab in the guild window.

Select a fortification module you want to built and move your character while aiming with the mouse to set it in the preferred place. A scaffolding will appear nearby the desired tile location on the grid, to which materials should be delivered. After all required materials are delivered the structure can be completed.

To avoid excessive building deconstruction due to mistakes or changing your mind, it is best to build structures one at a time by adding "ghosts" of subsequent parts of the walls to existing, already built fragments – it will save time and materials if the structure is misaligned.

It is worth considering the construction of the gate and towers - towers can be equipped with ballistas, and the gate is the only building that will allow you to take defensive positions on the walls! It is not possible to put gates and towers directly next to each other and in a distance of one tile from them.

Upgrade to higher levels

To upgrade an existing fortification to a higher level, use the province construction menu. Choose the fortifications whose level you want to raise and click the gear icon assigned to them. Then click the "upgrade" button in the window of the fragment. A scaffolding will appear near the selected model to which materials should be delivered.

The maximum upgrade level of the fortifications is limited by the number of available fortification points and the level of the main building. The maximum level of the main building is determined by the level of the guild. The higher the guild level – the higher the maximum fortification level.

Work in progress and further iterations

Because the system required many changes and new features, it is not fully complete. It will be developed and polished in the near future, considering players suggestions and opinions.

At this point, you can set up temporary buildings as workshops, in which you will soon be able to choose which workshop shall they represent. We decided on such a solution so that guilds could already integrate economic buildings inside the wall layout.

The terrain and grids will be polished, and additional short diagonal wall model will appear. In the next iterations, there will likely be a preview of the grid when constructing buildings and ghosts of structures not yet built to facilitate the design and matching of models.

Thank you in advance for your constructive feedback and suggestions for improvements!

Hotfix 2019-10-25

It's the first hotfix to the Freebuilding system – thank you all for your precious feedback! You can expect more fixes to come in the following days – for details, please read the main changelog.

See you in battle!

Changelog v.0.9.0f1

– Fixed a bug preventing players from leaving the spawnpoint in the Last Stand forts (Dunfen, Mereley and Serai) and in the guild-controlled forts (Lublin, Norfolk and Greatfall)
– From now on, the player-built objects inside Guild Castles tagged for destruction are receiving 10x more damage from melee and siege engines attacks
– From now on, it is possible to destroy the Main Building in Guild Castles with melee attacks if it’s tagged for destruction
– Fixed a bug causing that the Battering Rams didn’t always spawn in the suburban areas of Guild Castles
– The preview versions (“ghosts”) of player-built objects are now showing their level 2 upgrades to show the maximum size of a structure to be placed
– Added a short version of the diagonal wall module to make it easier to close the Guild Castles layouts
– Adjusted the bridge placement at Twinfall so the gates can now be placed with the doors right in the front of it
– Updated the way the resources are spawned in the mines of Guild Castles – each node used to spawn a random resource from its pool and, after gathering it enough times, replaced with another type of the resource; in most cases, it was misinterpreted as static resources, giving an impression of Guild Castles being unbalanced – from now on, the mine resources at Guild Castles are not randomized so that issue will not happen anymore
– Adjusted the maximum durability of different Main Buildings
– Improved the order of listing the available fortifications in the Building window
– Fixed a bug causing that the Nuker placement at Mudmine could spawn on the ground when the location was controlled by Midland

Weekly load of fixes before Poznań Game Arena!



Hello warriors!

A new weekly update is live! From now on, you can challenge other ally players for a group duel! There are also several quality of life improvements and bugfixes.

Also, we’re going to Poznań Game Arena this week! If you’re going there too, it’s a perfect opportunity to meet the developers in real life as we’ll be showing off Gloria Victis during the event. Moreover, it will be the very first showcase of another game made by Fish Tank Studio, a friendly development team which has decided to base their debut single-player game on the Gloria Victis setting. To make it clear: the Black Eye Games team is fully focused on developing the Gloria Victis MMORPG game – and we’re working with full power on awesome updates which you’ll receive in the near future!

We’re excited to see this coming – hope you too!

See you in battle and on PGA!

Changelog v.0.8.9.9.2

Quality of Life:

– Introduced the party vs party duels, allowing you to have friendly fights against another group from your nation everywhere in the world without the risk of losing Nation Points
– Updated the Notifications Center window, adding a possibility to remove pending notifications, improving the visibility of unread notifications and adding displaying the notification sending date
– Updated the map window and added the zoom buttons
– Improved the system messages related to the friendly duels system
– Changed the maximal crafting queue from 999 to 9999

Fixes:

– Fixed a bug causing that players taking part in a friendly duel were invulnerable to the attacks of NPC enemies
– Fixed a bug causing that some players weren’t added to the siege scoreboards
– Fixed a bug which allowed to hit with an enemy player without showing the attack’s direction to the enemy if the attacker performed a thrust with a long weapon while running towards the target
– Fixed a bug causing that notifications of the same category used to overlap each other when opening the Notifications Center for the first time during a session

Friendly duels, more snow WIP insight! (Update v.0.8.9.9.1 – Steam Patch 197)



Hello warriors!

A new weekly update is live! From now on, you can challenge every ally player to a friendly duel everywhere in the world! Moreover, we doubled the area covered with snow in the Northern part of the world – the Volcano slopes look truly epic now! Also, be sure to check out the updated balance of weapons and their recipes!

On the other hand, we’d like to give you an insight into the incoming Freebuilding and Guild Castles update – read below for details!

Freebuilding & Guild Castles Work in Progress insight:



Guild Castles update:

First of all, the upcoming update will introduce an improved balance of the Guild Castles placement. We aim to provide equal access to each of the 3 tiers of Guild Castles to all nations, and for this reason, we have to add 2 new Guild Castles, so there will be 3 GCs per each tier.

All Guild Castles will be placed analogically for each faction, which means that the Castle Audunstede and Leaktown will have to be moved to new locations. In effect, we will gain space in the central area of the map for the endgame content which we’re going to add in the near future.

Freebuilding:

Each Guild Castle will have its own vast predefined area where freebuilding is allowed. Within this area, you will have complete freedom of building your dream castle. Place the fortifications and utility objects, such as workshops, taverns, NPC vendors’ stalls and practice arenas, as you wish to!

Each tier of Guild Castles has its own maximum pool of points to spend on fortifications and a separate pool for the utility objects. This way, there will be the place for variety and the Guild Castles will remain balanced. Get ready for a creative challenge!

A player permitted to manage the Guild Castle’s building plans will be able to start the construction by placing the main building. You will be able to place it freely place within the building area. Plan this step ahead – it might determine the further design of the fortifications layout!

Due to technical limitations of other systems, in the first iteration, some objects in the suburban areas of the Guild Castles will have to remain in the predefined places. It applies namely to the resource buildings, such as farms and lumbermills, to storehouses generating supplies and key environmental objects, such as bridges. However, you will be able to manually distribute the defensive devices on the tower tops and decide if they will be ballistas or pots with boiling oil!

Of course, we will be aiming to give as much building freedom as possible as the system’s development goes on. For this reason, we’ve already updated some of the walls segments used to build the fortifications to make them easier to use by players. Due to this change, we also have to do some tweaks to all nation-controlled locations. As a side effect, visuals of some of them has been updated – stay tuned!

And by the way, you can expect to see a developer from time to time running some tests on the global servers using a horse. ^^

Check the recent changes and see you in battle!



Changelog v.0.8.9.9.1

Balance:

– Updated the balance of Weaponforging crafting branch, standardizing the required materials, crafting levels of each recipe according to their tiers
– In some cases, the amount of required fuel might be increased so the weapons crafting cost will increase along with the value of the items according to their tiers
– The materials required to craft all weapons have been standardized in a similar way to the Armoursmithing, with specific types of metal alloys required to craft weapons of given tiers and the number of materials being dependent on the size of the weapons (i.e. knives will require less metal than swords)
– Due to this change, the number of Steel Bars required in Weaponforging is lowered 2x on average while the crafting cost of weapons made of Bulat will be slightly higher than it used to be, making the weapons made of Dziwer more viable choice
– Improved the the Weaponforging progression flow – there shouldn’t be any holes anymore where a player would be forced to grind a specific recipe over and over in order to advance in this crafting branch; this change includes ability to use materials already stocked for levelling up on given tiers of weapons after getting able to craft the higher-level recipes
– Fixed some reported balance holes allowing to craft the high-tier weapons cheaper than intended, which will in effect increase the demand on high-tier Metallurgic materials, such as Siderite, Magnetite and Aqua Regia
– Updated the balance of all weapons – some of the weapons had better or worse statistics than they should be according to their tier and required materials, namely in the Sangmarian weapons; now all sets – all nation-based and the “common” ones – have been standardized



Quality of Life:

– Introduced a possibility to challenge ally players to a friendly duel everywhere in the world without the risk of losing Nation Points; the further iteration will introduce the group duels as well
– Doubled the area covered with snow in the Northern part of the world – the terrain and models inside the Volkvar Castle have been covered roughly, as this area will be updated soon due to some changes which have to be done for the incoming Freebuilding update
– Updated the NPC archers mechanics – from now on, NPC enemies will use bows if they won’t be able to hit a player with a melee weapon or if the player continuously tries to avoid them
– Increased the size of area counting the players score during sieges – its area is now the same size as the enemy activity detection area; as before, the siege score is being counted only if the flag is marked as besieged
– Added displaying the time since the last logging of the guild’s leader on the tooltip of the “Take Over Guild” button
– Improved the interface of the first step of character creation
– Improved the visuals of the buff effects’ tooltips
– Minor improvements to the “Troubles at Dunfen Farm” questline



Fixes:

– Fixed a bug causing that ballistas used to disappear at the beginning of nightlock or wouldn’t respawn after being destroyed during the nightlock
– Fixed a bug causing that the block indicator was displayed wrong when blocking with a shield

Hotfix 2019-10-04:

Weaponforging balance tweaks:

These tweaks were done basing on both the players’ feedback and collected data in order to increase access to the Dziwer-based weapons and improve the Weaponforging progression flow.

– Reduced 2x the amount of coal required by all Weaponforging recipes
– Reduced the number of Dziwer bars required to craft the Dziwer-based weapons in order to increase the accessibility of these weapons – read below for other changes related to the access to Dziwer-based weapons
– Added a possibility to use Dziwer Scraps as an alternative for Magnetite when crafting the Dziwer-based weapons without flooding the Market with Magnetite
– Reduced the number of Calcite Crystals required to craft Dziwer Bars, as the demand for Dziwer Bars – and Calcite Crystals – has been increased; this change will positively affect the Armoursmithing processes as well
– Reduced 2x the number of Siderite units required to craft steel weapons – the requirement of Siderite remains to maintain the slowly increasing learning curve rather than surprising the players with instant difficulty increase right after the steel stage; following this change, Siderite is easier to get now – read below for details
– Expanded the Glory vendors’ assortment with Siderite (150CP, required Glory level 5) and Magnetite (500CP, required Glory level 10) in order to expand the possible ways to obtain these end-game resources, as demand on them is higher now, and to give more choice for players purchasing goods from the Glory vendors; as these resources are not available in the Supporter Shop, they can be purchased for CP and sold in the Market
– Added Magnetite to the rewards obtained for defeating both main boss in the Sea Wraiths and the Abandoned Route events – each player of the 5-man large party can obtain 3 units of Magnetite for the first boss and 7 units for the second boss, which makes these events one of the most efficient ways to obtain Magnetite (much more efficient than hunting giants)
– Expanded the loot table of NPC enemies in the Sea Wraiths event – which already drop Sulfur, Calcite and Bandages – with Siderite, allowing an organized party to collect significant amount of this resource
– Increased the amount of Siderite obtained from each node of this resource to provide enough supply of this resource so its increased demand can be covered
– Added Siderite to the loot obtained from shrines in the Volcano event as an optional way for a single player or a small group to obtain this resource without having to face the large enemy groups

Fixes:

– Fixed a bug causing that the attacks indicators weren’t visible during a duel
– Fixed a bug causing that the last tick of the bleeding effect applied during a duel could kill the player and apply the traitor status on the other player
– Fixed a bug causing that a player who lost the duel didn’t receive a system message about it