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Last polishes before lifting off the NDA! & Changelog v.0.1.7f4

JogobogosJogobogos Member UncommonPosts: 172

Greetings!

Today we would like to share with you the news that we feel that Gloria Victis is ready to lift off the NDA. We are constantly working on optimizations and fixing the issues but we have already a stable Pre-Alpha version of the game with solid community of great and helpfull players. This, combined with features already implemented in game, should bring a lot of fun.We know the path ahead is long but we feel an obligation as ethical developers to reveal more game features as Gloria Victis now offers substantial content and things to do. If the game's latest update will be free of critical issues, it will probably happen this week.

Gloria Victis has made great strides so far which would not be possible without your suppport and feedback that you have provided us with. It it has not even been 2 years now since our first Pre-Alpha build was released, where there was simple nothing to do but walk around the world. Now you can enjoy the non-target combat and complex crafting system with over 500 schemes to learn, participate in open world PVP with unique partial loot system and fight to gain control over the territory.

Changelog v.0.1.7f4

Gameplay:

– Implemented new armours to shops in Original Faith Order’s keep (brigandines)
– Redesigned part of light armours (legs) and their recipes
– Redesigned recipes for part of light armours (legs) distribution in enemies drops and shops
– Allowed to use handle of different quality as the alternative materials in one-handed blunt weapon crafting processes

Fixes:

– Fixed bug causing desynchronization in the dungeons
– Fixed bug causing that player’s character was “slipping” in certain locations
– Fixed bug causing that enemies calling for support was working on very long distance
– Fixed animation of recieving damage by enemies with two-handed weapon
– Fixed few issues in recipes
– Fixed bug causing that enemy shot with bow wasn’t running front to the player


 

Comments

  • JogobogosJogobogos Member UncommonPosts: 172

    v.0.1.8 - PvE combo attacks

    Changelog:

    Gameplay:

    – Improved enemies attacks detections – now the amount of scored hits depends on hits amount in animation, eg. if enemy hits player 3 times in one attack animation, a player will recieve damage 3 times in a row

    – Added stagger animations after blocking their attacks by layers to all enemies
    – Added Scavengers sound effects

    – Added English dubbing for Bjorn’s dialogue
     

    Fixy:

    – Fixed bug allowing staggered enemies to move

    – Fixed bug causing that enemies coming back after the fight were performing attacks in the air

    – Fixed bug blocking the skillbar when a player moved while changing the equipment

    – Fixed bug allowing to fix the items by trading them with the other players
  • XAleX360XAleX360 Member UncommonPosts: 516
    Are you going to move Gloria Victis to Unity 5? 

    Executive Editor (Games) http://www.wccftech.com

  • JogobogosJogobogos Member UncommonPosts: 172

    Yes, we are already working on it. Luckily only graphics and level designers have to focus on the change since entire code has been moved already.

     

    We are very looking forward it, not only because big performance boost, but also thanks to long awaited features which will let us at least finish ships system for example. So many of cool updates incoming next weeks.

  • goboygogoboygo Member RarePosts: 2,141
    Will Unity5 help with the streaming of assets in your massive gameworld, or are you going to have to rely solely on the code you have already written for that?
  • JogobogosJogobogos Member UncommonPosts: 172

    We will be basing at our own code in most of the times, but we will be using new solution for, for example NavMesh.

  • JogobogosJogobogos Member UncommonPosts: 172

    Greetings!

    The update you are receiving today focuses in particular on combat system balance.The main reason was a clear disproportion between light and heavy armours, so a lot of systems have been significantly improved. Thereby not only big part of available equipment will gain new value but also the weight of character’s statistics in it’s progress had increased. By the way many various mechanisms have been unified, which will allow to increase a lot the frequency and precision of mechanics and equipment balance.

    Moreover with this update you receive also appreciable amount of fixes and improvements and a good news – we are on the home straight to fix the most burdensome issues occuring in guild systems and deposit. See you in-game!


    Combat system:

    – Redesigned formulas for maximum HP and stamina, inreasing their values
    – Redesigned and slightly increased weight of character’s statistics in it’s progress
    – Redesigned formulas for HP and stamina regeneration, increasing the combat dynamism
    – Implemented temporary stopping of stamina regeneration after performing an attack
    – Implemented armour penetration, whereby efficiency of various types of weapon will depend on the situation
    – Implemented dealt damage multiplier dependent on an equipped armour – the heavier is the armour, the lower is the damage
    – Redesigned weapon damage adjusting it to new HP values
    – Increased the character’s base damage
    – Reduced maximum value of stamina drain multiplier, from 2.5 to 2
    – Implemented minor improvements of various functions related to stamina system


    Gameplay:

    – Improved systems of displaying the nicks over players – added displaying PK players from a player’s nation in purple and fixed bug causing that nations colours weren’t set properly
    – Reduced items durability loss
    – Implemented additional death animation for all enemies
    – Implemented short pauses between attacks sequences for some of enemies
    – Redesigned enemies statistics, adjusting them to changes in combat mechanics
    – Increased bosses levels (Brandon, Ragi, spectres)

    Fixes:

    – Fixed bug causing “black screen” when launching the game if a configuration file was damaged
    – Implemented more precise system of character’s position verification, significantly reducing problems with backstabbing detection
    – Significantly reduced NPC and enemies “levitation” effect
    – Fixed bug causing that some of enemies were stopping fighting during the combat
    – Fixed bug that allowed to regenerate stamina and HP after character’s death what caused strange AI behaviours
    – Fixed bug causing that character’s statistics weren’t displayed properly
    – Fixed bug causing that some of equipment wasn’t displayed properly on character selection screen

    http://static.gloriavictisgame.com/data/ScreenyUpdate/128.png

  • jdlamson75jdlamson75 Member UncommonPosts: 1,010
    Excellent!  Good to see GV moving forward, and thanks for all the updates!
  • JogobogosJogobogos Member UncommonPosts: 172

    v.0.1.9 Woman's ingame and PvP event!

     


     Greetings!

    Aside from next bunch of fixes we wish to share with you our new Gamepedia section – items list:
    http://gloriavictis.gamepedia.com/Items_List

    See you on servers!

    Gameplay:

    – Implemented the first women characters models as NPCs in towns of both nations
    – Increased time of character stagger after receiving a hit from another player in PvP
    – Increased HP values of higher level enemies
    – Implemented weapons drop for enemies from a southern island
    – Implemented gamma correction setting in game options

    Fixes:

    – Fixed bug causing problems with servers stability
    – Added next fixes to eliminate “blackscreen” issue
    – Fixed various minor issues



    We would like to invite you to a PvP event, which will be held today, 24th of March at 8:00 p.m. GMT on the Aquilla server (North America).

    Little help for time checking: http://wwp.greenwichmeantime.com/time/scripts/clock-8/runner.php?tz=europe_london

    Best regards,
    Gloria Victis team

  • goboygogoboygo Member RarePosts: 2,141

    It would really be great to see just a slight adjustment to how the bow current works.  After you knock back and arrow and release it is instinct to click the mouse again but the bow is still in cool down which is to be expected.   But even then if you just click and hold the mouse when the bow is out of cool down it should draw again automatically.  Currently if you click and hold too soon nothing will ever happen you have to release and click again.  It just throws the timing all off.  You have to click perfectly to draw again, too soon and nothing happens and you have to release and click again, I find it frustrating to use the bow.

    Basically what I'm talking about is adding queuing on the bow action so we don't have click hold  click hold  click hold waiting for the bow to come off cool down so we can use it.

  • RemyVorenderRemyVorender Member RarePosts: 4,005
    I'm rooting for you guys. Looking forward to playing it eventually. 

    Joined 2004 - I can't believe I've been a MMORPG.com member for 20 years! Get off my lawn!

  • XAleX360XAleX360 Member UncommonPosts: 516
    Originally posted by Jogobogos

    Yes, we are already working on it. Luckily only graphics and level designers have to focus on the change since entire code has been moved already.

     

    We are very looking forward it, not only because big performance boost, but also thanks to long awaited features which will let us at least finish ships system for example. So many of cool updates incoming next weeks.

    Cool! From what I've seen, Unity 5 almost automatically grants a visual boost as well thanks to PBS and Enlighten GI. 

    Hope you use DirectX 12 as well, which could be big for MMOs that have sieges and the likes.

    Executive Editor (Games) http://www.wccftech.com

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