For the last two weeks we have been working on two massive features – skills and building system. In few days the first versions will be done, greatly improving the Gloria Victis gameplay.
Let’s start with the building system. First version will offer possibility to the hire mercenary guards or upgrade the existing towns and fortifications with stronger gates and better offensive equipment, such as wooden logs to drop on the enemies heads or pots with boiling water, oil and tar. These objects will be destroyable as well, so the players will have to repair them in co-operation with each other inside their faction in order to the keep defensive structures in good condition.
But the upgrading won’t be limited to only the most powerful guilds – every single player will be able to help their faction by gathering the required resources!
In nearest future this system will be expanded with a possibility to build the whole towns and castles, players will also be able to upgrade the mines or farms to gain better resources spots, build the crafting workshops or hire more mercenaries to defend their lands!
Now let’s say a word or two about the skills. The first version will include dozens of the passive skills, giving the players even more freedom in developing their characters with our class-less progression system. It will also allow to significantly differ the characters and create the unique builds.
These awesome improvements will be implemented next week – at the moment we are testing them to make sure that they are polished enough to be shown to our players.
Finally we can invite you to explore twice bigger game world! Besides of new locations which can be captured and upgraded, the update also brings a lot of new enemies and game mechanics improvements. We introduce a few new features as well to make Gloria Victis world more alive. We want to thank from the bottoms of our hearts all of you who participated in long tests of following versions!
Meanwhile we are almost done with implementing an ability to build walls and the other structures from scratch. We are also finally implementing a new version of equipment system – soon we will start intensive tests to bring those changes to you as soon as possible!
P. S. Today at 8 PM CEST we play with you together at EU server!
Changelog v.0.4 Pre-Alpha
Map:
– Implemented twice bigger available game world – Added 3 new settlements, functioning as start base for raids of more experienced players – Wooden northern fort has been replaced with a mountain keep Audunstede, which soon will receive the history and NPCs designed by one of the players – Prepared terrain for new city, the first one to be built completely from scratch by the players – Added gneiss – new resource which soon will be used to build walls and the other structures
Gameplay:
– An option to respawn at Keep of the Original Faith Order has been replaced with a possibility to respawn at the closest flag controlled by a player’s nation – Implemented new map and minimap – Implemented NPC workers, such as miners, farmers and woodcutters who are gathering the resources – Implemented additional NPCs’ animations such as sitting down, chopping wood, picking and mowing – Added about 100 new NPCs and NPC enemies – Added new shops, located in new conquerable locations
Balance:
– Implemented 3 seconds long block of stamina regeneration after attacking, refreshing when holding an attack – Adjusted stamina drain when blocking – Implemented stamina drain when holding an attack – Balanced damage done by different weapon types – Balanced the prices of weapons and their recipes – Reworked the weapons’ recipes to improve a crafting’s learning curve – Balanced NPC enemies’ drops
Fixes:
– Disabled collecting of some logs (it caused server lags occurring last days) – Reduced GPU VRAM usage to 50% – please confirm if the game performance is significantly better on older cards – Restored weather randomizing and fixed game time syncing – Next fixes to achievements and abilities systems – on this occasion they has been wiped – Fixed minor graphic bugs – Minor fixes to various systems
While we are working hard on expanding the building system, so you will be able to raise the whole structures from scratch and finishing the new inventory system implementation, we have a game update for you! Despite various fixes, it also introduces displaying the regions names while explorating the world.
Reminder – every Donator with an active game account can join the internal testers group to help tracking issues in the pre-update versions! It will be crucial next few days when we will start testing the new inventory system. Anyone who wills to help, please contact me via private message.
Changelog v.0.4.1 Pre-Alpha
– Implemented displaying the world’s regions names at the minimap – Massive AI optimization - preparation for further works on upgrading – Stamina regeneration stagger shortened to 1 sec – Added a proper error communicate when trying to log in on non-registered account – Fixed bug causing displaying the wrong character’s name on chat after relog
– Implemented regions browser in the main map – Fixed bug causing that in certain situations minimap hasn’t been properly displayed – Fixed the names of some regions – Fixed the players from a party displaying on map and minimap – Fixed bug causing that a communicate about alive flag guards has been displayed, what prevented the players from taking over a flag – Slightly increased axes damage – Mobs statistics rebalance - weaking the low level ones, reducing damage of mobs that perform multiple attacks at once – Adjusted heavy armours (chest) reductions – Increased the amount of experience granted for slaying higher level NPC enemies
A massive
update, greatly improving the combat experience and the meaning of PVP, has
been applied! First of all, it introduces the fortifications building and
upgrading – players can raise the walls, towers and gates in the towns and
castles controlled by their nation from scratch. Players can also upgrade those
objects, significantly increasing their defensive properties – a simple
palisade around the holding will stop an enemy for a while, but a stone tower
with double reinforced gates and pots of boiling oil will do its job much
better.
Moreover, it’s
up to the players how to develop the fortifications, as their components are
being upgraded separately. In future this system will be expanded with an
ability to build and develop the objects inside the fortifications, such as
player-owned houses, additional spawn points and siege machines, as well as with
the additional customization options!
On the
other hand, we have implemented two important combat-related features,
requested by our players – breaking an enemy’s attack with a kick and feints!
Therefore the combat dynamics have been greatly increased; those changes made
the battles even more tactical and skill-based as well. Moreover, NPC enemies
can kick to break the player’s block too, so PVE is much less predictable and
repetitive now! In nearest future we will be continuously working on the
further combat and AI improvements, so the player experience will be getting
better and better.
At the
moment we are doing the last polishes before releasing the another massive
update – a total overhaul of the inventory and guilds systems. Within the next
few days we will start the final tests of those systems; meanwhile we have
started working on the survival aspects! When the basics are done, we will be
able to implement hunger, alchemy, toxicity and dynamic weather’s influence on
the characters – it will greatly increase the immersion, which is crucial in
Gloria Victis. This feature is expected to come within the next few weeks!
Changelog v.0.4.5 Pre-Alpha
Locations upgrading:
– Implemented the fortifications upgrading – walls, towers and gates can now be raised from scratch; in near future a possibility to raise the objects inside the fortifications, such as houses and crafting workbenches – Implemented numerous levels of walls, towers and gates upgrades; in future, when the locations will be controlled by guilds, upgrades levels will be expanded with additional customization options – Added a possibility to purchase the location upgrade points for in-game currency in the locations upgrade menu
Combat system:
– Implemented kicking, which interrupts the enemy’s block – Implemented feints – cancelling your own attacks with a block or kick – Implemented a limitation of damage dealing – now only the first struck enemy receives it – Reduced a value of bows and daggers damage modifier based on the character’s dexterity – Reduced damage dealt by knives – Increased damage dealt by blunts
AI:
– Implemented blocking the player’s attacks by the NPC enemies – Implemented interrupting the player’s block with a kick by the NPC enemies
Others:
– Added a hand-drawn map world – Increased the amount of gathered wood and slightly increased its respawn time – Added characters displaying distance setting in game options – Updated the game translations in all of the supported languages – Minor fixes in various systems
Another update improving the combat mechanics and NPC enemies AI just hit the servers! Important changes have been done in blocking the arrows by NPC enemies – not only various issues related to it have been fixed, but also a precise shield hit detection have been implemented, so it’s possible now to hurt a blocking enemy with a well-aimed shoot in a knee. However, we encourage you try our new feature – headshots! Moreover, NPC enemies received the HP regeneration and a possibility of reviving the unconscious players has been added in a hotfix applied this weekend!
There are also important changes in the territory control and building systems. We have implemented saving the statuses of flags and fortifications in database, so their upgrade will remain in the game’s world despite the servers restarts. There is also an overhaul of Original Faith Order’s keep – its size has been doubled with an addition of a massive stone donjon and an inner circle of walls!
Changelog v.0.4.6 Pre-Alpha
Gameplay:
– Implemented saving the status of flags and fortifications in database – they won’t be reset at servers’ restart
– Reworked the Original Faith Order’s keep, doubling its size and implementing a possibility to build and upgrade its fortifications
Combat:
– Implemented headshots detection when fighting the NPC enemies – they deal higher damage; in nearest future headshots will be applied in PVP as well
– Reduced kick’s damage
– Increased kick’s stamina drain
– Modified mechanics of character’s stagger after having its attack blocked – stagger’s time is now dependent on character’s Dexterity instead of Constitution
– Reduced influence of character’s statistics on time of character’s stagger after having its attack blocked
AI:
– Increased frequency of NPC enemies blocking and reduced frequency of kicking
– Hindered changing the NPC enemies aggro
– Implemented NPC enemies HP regeneration – slight in combat, fast out of combat and when they can’t find a way to the player’s position
– Fixed bug causing that NPC enemies received damage when successfully blocking arrows with shields
– Fixed bug causing that NPC enemies without shields tried to block arrows
Fixes:
– Disabled new graphics effects implemented in version 0.4.5 to fix the currently occuring game’s stability issues (please inform us if it helps)
– Modified mechanics of the NPC enemies loot – now every player can loot every NPC enemy
– Modified mechanics of the experience gaining in PVE – experience is granted to a player who did the last attack, instead of a player who dealt the first one
– Increased the movement speed of players characters when blocking – still, when blocking, movement is a bit slower than usually
– Increased the movement speed of NPC enemies when blocking
– Implemented random patrolling routes of NPC enemies
– Implemented new defensive objects placed on the gate towers – stones and wooden logs to be thrown down on the enemies
World:
– Implemented new town – Fangsborough placed in the northwest part of Stoneholm
– Implemented new location – raiders camp placed near Twinfall
– Implemented new location – battleground placed near Twinfall
– Added new NPCs in Audunstede
Fixes:
– Updated networking environment in order to improve the performance of servers – please report any issues
– Significantly increased the server’s performance
– Improved working of defensive objects placed on the gate towers
– Implemented numerous fixed for the party system
– Edited Polish version of the dialogues for some of the NPCs from Aundunstede
Should I buy this game already or would you recommend waiting a bit more, Gloria players
It's definitely worth buying into now so long as you understand that it is NOT a finished product. There are still lots of things to improve, but as you can see the team has been great about releasing new patches every few weeks. It's already a rather fun game to play and even if you grow bored with it after a few weeks chances are if you check back again after a month or 2 some pretty big changes have been added to the game that you can invest some time checking out again before the next patch.
Great thing about it is the dev team is great at communicating with the playerbase, responding to feedback, and implementing features that they have collaborated with the players on. So you get to help shape the way the game turns out in the end by testing things out and offering suggestions for improvement. Unlike most companies, those suggestions don't simply go ignored.
This game is coming along very quickly right now. I would say in a few more months even during alpha. It's worth getting hooked on. For me anyway. I'd say wait a little if you don't wanna actively help, and can't deal with bugs/changes because things are changing a lot right now.
But keep an eye out. Definitely worth watching and could be a very fun game for lots of types of people looking for a medieval world to explore and conquer with friends.
We have entered the final straight with the massive UI overhaul. The intensive final
tests have been started few days ago, so the players can expect implementation
of reworked inventory and guilds system, alongside with the new NPC shops
interface, within the very next few weeks.
The update
greatly increases the game’s interface functionality while making it much more
user-friendly, as it introduces numerous features requested by our players,
i.e. an ability to expand the inventory space with additional bags and
backpacks, a buy-back tab and the assortment filters in NPC shops window or a
mouse-mode toggle. A character’s statistics tab also have been refreshed,
becoming more intuitive, as well as the guilds management window – once the
update have been applied, players will be able to comfortably create their
fractions.
With
implementation of this update, due to the database structure changes there will
come a long-time awaited full wipe of characters. This is a great chance to
join the game, as everyone will have a fresh start and servers will become much
more populated.
Meanwhile
we are reworking the buffs system – when it’s done, we will be able to
implement the alchemic recipes, the weather system’s impact on the characters
and the heroes system, which will reward the most active players from each
nation. The next step of improving the user experience will be reworking the
crafting system, implementing the inheriting of the final product’s properties
after the specific materials used by a crafter.
We would
like to thank very much all players who are helping us in testing this massive
update!
While our programmers are working hard on fixing the last issues occuring in the new version of inventory and guilds system, we have an update for you! It introduces a new town, located in the northeast part of Stoneholm, as well as a bunch of important gameplay improvements. We also would like to inform you that most probably a new, much more polished version of launcher will come with the next update.
Have fun!
Changelog v.0.4.8 Pre-Alpha
– Added new town – Seaclaw placed in the northeast part of Stoneholm, as well as the nearby farms and lumbers’ camp
– Improved visuals of the character’s staggers animations
– Improved visuals of the walls models and textures
– Implemented experience receiving for upgrading the locations
– Added restriction that fortifications in a captured location can’t be downgraded through capturing such location below the level 1
– Fixed bug causing that after capturing the location fortifications were being downgraded for 2 levels instead of 1
– Fixed numerous issues occuring in the territory control system, such as spawning the opposite nation guardsmen
– Fixed bug causing that NPC enemies were “jumping” towards the player’s character during combat
Did anyone ever think of making the characters run a little faster? I'm not talking about 'Swtor fast'... just a little bit quicker, i know it's supposed to be realistic, but it can be very tedious in certain situations.
Did anyone ever think of making the characters run a little faster? I'm not talking about 'Swtor fast'... just a little bit quicker, i know it's supposed to be realistic, but it can be very tedious in certain situations.
See ya!
There will be mounts. The speed you move feels pretty good.
The Gloria Victis v.0.5 update – the biggest one, so far – finally went live! It not only introduces many so long-awaited improvements and features, such as the total rework of the inventory, guilds, NPC shops and buffs systems, awesome performance increase, new locations or new NPC enemies, but also moves Gloria Victis to the Alpha stage!
Changelog v. 0.5 Alpha
SERVERS HAVE BEEN WIPED!
Inventory system:
The inventory system has been reworked from scratch – issues like bugging the controller with changing weapons using hotkeys (1-0 keys), problems with drawing or withdrawing the weapons or disappearing items and money should have been fixed. – Implemented stacks splitting – hold SHIFT and drag a stack to another slot holding LMB – Implemented expanding the inventory and depot space with additional sacks and bags which can be bought from vendors selling the basic crafting materials and recipes – to be able to expand the storage, first you need to buy an inventory/depot slot clicking LMB on its icon – Reworked from scratch the quick access bar
NPC shops:
– Reworked the NPC shops interface – Implemented items sorting in constant order in the shop’s assortment – Implemented filters of the items in vendors assortment – Implemented a buy-back tab – available until a player walks too far from the NPC vendor
Reworked the NPC shops controls:
– Buying/selling single items – click RMB or 2x click LMB – Buying/selling certain amount of items – hold SHIFT and click LMB – Buying/selling entire stacks of items – hold CTRL and click LMB
Guilds system:
Guilds system has been reworked from scratch. The main focus was to improve its functionality and to fix numerous issues. – Implemented the guild’s announcements – Started working on the in-game coats of arms editor
Buffs system:
The buffs system has been reworked from scratch. The main focus was to improve its functionality and to fix numerous issues. – Food and potions – craftable and the ones that can be purchased from NPC herbalists – should apply buffs and debuffs properly – Added buffs for conquering and controlling the flags – they will be balanced and tweaked in the nearest future – Added the first effect caused by the weather system – debuff on stamina regeneration when it’s raining – Added debuff “fatigue” occurring when stamina is low, signalizing a lower damage output
Building system and territory control:
– Redesigned the structures upgrades window – Implemented the structures repair mechanics – amount of required materials depends on the lost durability of the structure – Implemented experience earning for deploying the materials required for upgrades of the structures – Increased durability of the fortifications – Reduced amount of materials required to upgrade the fortifications to level 1 – Increased amount of the NPC guards in locations controlled by players – Rebalanced statistics of the guards in locations controlled by players and increased differences between their levels at various upgrades – Reduced levels of peasant working at farms – Reworked capturing the flags mechanics – to capture a flag, killing more than 75% of guards is required (killing the civilians is not required) – Set various buffs for claiming and controlling the flags – buffs for controlling various locations are being summed, rewarding the nation for domination
Interface:
– Moved health and stamina bars to the bottom of the screen – Implemented minimizing of the menu icons bar – Reworked the player-player interactions window – Implemented the mouse mode – “z” button toggles the cursor visibility and out of mouse mode the camera controls are the same in combat and non-combat stances – Added character’s level to the experience bar – Added information about the character’s level and nation to the character’s statistics tab – Reworked from scratch the character’s statistics tab
Gameplay:
– Equalized the character’s movement speed in combat and non-combat mode – Reworked character’s stagger when being hit – it’s not being slowed down to the walk speed but cannot sprint – Added drop from chickens and gooses – Fixed bug causing that a hand or an arrow were disappearing in FPP mode – Significantly improved the character’s animations and their blends, removing most of the “spikes”, equalizing the attacks times, removing a blend which was twisting the character and reduced drops of the animations quality on various FPS rates – Modified AI of NPC enemies – now the ones, who used to stay passive to the higher level characters, step back and warn the players to not come any closer, and small animals run away from players – Implemented almost 300 new speeches for NPC enemies – Fixed many spelling errors in English version – Reduced the aggro generated by archers – Fixed looting of the NPC enemies, especially detection of clicking on their corpses
NPCs:
– Implemented new NPC enemy – a giant – Implemented new type of NPC enemies – Darkhounds, which can be found on the Tortoise Island and on the way to a giant’s lair in the northern part of Stoneholm – Replaced the models of wolves – Improved visuals of cancelling the sequences of NPC enemies attacks when player blocks them – Improved smoothness of the humanoid NPCs animations – Fixed bug causing the female NPCs becoming “ghosts” – Fixed bug causing that the NPC enemies were using the polearms animations when actually fighting with longswords – Fixed bug causing that the NPC enemies were gliding forward without moving their legs when blocking – Fixed bug causing that Ioanna from Audunstede had no animations
World:
– Implemented a giant’s lair at the slopes of a northern mountain – Implemented a sacrificial hill west to the marsh – Implemented an “Dead Raven” Inn with a brothel East to the Fangsborough – Implemented the burial mounds close to the “Dead Raven” Inn – Updated the in-game map – Implemented suburbs of Dunfen and Mereley – Implemented docks in Dunfen
Visuals and sounds:
– Fixed bug causing that after unequipping a part of an armour, character’s body was not being displayed (“Rayman Problem”) – Reworked the sound effects system (work in progress) – NPC enemies receive a drawn set of sounds and sound of player’s character being hit depends on the equipment of an NPC – Fixed bug causing that characters were gliding without moving their legs instead of walking – Fixed animations issues occurring when character was hiding or drawing the weapon
Networking and optimization:
– Added new system of “Area of Interest” on server side – Reduced the network traffic for about 90% – Reduced the CPU and GPU usage on client side
Following to the latest changes, today’s Gloria Victis update continues to expand the “Valley of Death” tournament – basing on the data gathered since the latest update, the NPC mercenaries have been added to support the losing team. Combined with the recently implemented capture-able flag, it is another great addition allowing us to test in the control environment, gather required data and improve the combat balance, as well as the core gameplay mechanics, such as AI of the NPC guards, capturing the territories, hits detection or synchronization of the characters’ positions.
The update also includes various adjustments to the game balance and resolves various issues occurring in the user interface, as well as greatly improves the synchronization of the characters’ positions. We are also continuously reworking the launcher and successfully fixing the issues reported by the players.
Merry Christmas, Happy New Year and see you on the battlefield!
Changelog v.0.5.3
Gameplay:
– Made changes to the balance of the weapons damage and the character’s base damage
– Made changes to the balance of the statistics of the NPC townsmen, guards and enemies
– Added a timer counting the time to start the next “Valley of Death” tournament
– Added the NPC companions to the “Valley of Death” tournament who are supporting a losing team
– Replaced the critical strikes of the NPC enemies with the minimum-maximum damage interval
– Added the names of the capture-able locations on the map
Fixes:
– Optimized the server-side player’s area of interest management system (please report if you will see ghosts or any objects that aren’t being loaded properly)
– Fixed an issue causing that the items icons used to remain on the screen
– Fixed an issue allowing to duplicate items with fast clicking in the NPC shop window
– Improved the visuals of the quick access bar – empty slots are not filled with the black background anymore
– Reworked the characters’ position synchronization system – frequency of the synchronization depends on the speed of the character’s movement
The latest update for Gloria Victis greatly increases the immersion experienced by players! The most important change is implementation of fights between NPCs – foxes sneak towards the farms to hunt chickens and gooses, poachers hunt wild animals and mercenaries serving one nation rush on the another faction’s guards in sight in Valley of Death. In the upcoming updates various groups of NPCs will start waging their wars against another ones, bringing even more life to the world of Gloria Victis!
Moreover, gone are the times of inexhaustible resource nodes – with this update players are able to deplete them and they will be replaced with other resources, so the gatherers will have to continuously seek the best spots. In effect, actions performed by players have even bigger impact of the surrounding reality.
We have also refreshed the character selection menu to improve the newcomers experience – not only it is looking much better but also brings much more immersion from the very beginning. Meanwhile we continue the launcher rework and implementation of the dynamic events, which will greatly increase the meaning of actions performed by players, we are also working on filling up the world with breathtaking points of interest. Stay tuned!
Changelog v.0.5.5
Gameplay:
– Implemented AI of fighting between NPCs and NPC enemies
– Implemented the finite resources nodes – most of them can be depleted and would be replaced with another ones
– Implemented new character selection menu
– Modified behaviours of the NPC guards in the “Valley of Death” – after capturing a flag they help the players to defend it instead of disappear, so the losing nation has a chance to reduce the enemy advantage
– Implemented slowing down the characters (of 10% max) depending on the current vitality
– Reduced the character’s movement speed
– Now players can’t destroy fortifications in locations controlled by their nation
– Implemented new animation of shield blocking while standing still for NPCs
– Implemented a dialogue for Hallgrima – shieldmaiden from the Mereley suburbs
– Updated the icons of items and buffs
Game options:
– Reworked the game options window
– Added access to the game options window in main menu and character selection menu
– Fixed issue causing that a grass display distance setting didn’t work
Fixes:
– Fixed an issue causing a significant performance drop due to multiple terrains loading during longer sessions
– Fixed an issue causing the controller desynchronization when a player performed attacks repeadetly or cancelled an attack with a kick
– Fixed an issue causing that some buffs added huge bonus to the HP regeneration
– Fixed messages about dealt and received damage
– Fixed an issue causing death of a character after falling down from low obstacles
– Fixed an issue causing that Ragi’s and Brandon’s cohorts were spawning repeadetly
– Fixed an issue allowing to lure the NPC enemies on very long distances
– Fixed an issue allowing to revive players from very long distance
– Fixed an issue causing that “Valley of Death” tournament didn’t launch despite meeting the requirement of 3 players being registered in each team
– Fixed an issue causing that sometimes after death the respawn window was disappearing but character was staying in place and relogging was necessary
– Fixed an issue causing that sometimes NPCs were moving without a proper animation
– Optimized the network traffic by minimizing the amount of network objects being out of player’s range of sight – it will significantly improve the game’s and servers’ performance
While we are working on the further improvements and polishing of the game, we are also implementing the dynamic events. It is a huge change in the world of Gloria Victis, as numerous locations will come to life and the environment is going to evolve according to the actions performed by players.
Therefore we decided to expand the main towns and upgrade their graphics quality – first of all, we are working on the Mereley harbor. We hope you like it, more screenshots coming soon!\
A long awaited update has been finally released! Among the numerous gameplay improvements and fixes to various systems, the update 0.5.6 introduces the first version of the dynamic events system, a new location and a new launcher version!
The first dynamic events, which has been placed at the outskirts of Dunfen and Mereley, greatly increase the credibility of the Gloria Victis world – foxes sneak to hunt chickens, outcasts steal supplies and rebels oppress the townsmen. Next events, which will be implemented in the nearest future, will smoothly introduce the new players into the Gloria Victis world helping them to learn the gameplay mechanics and allow the players to affect the situation of the game world.
A new location – fishing docks which can be found West to Mereley – is a first step of the start locations massive rework. The first impression is very important, therefore both Mereley and Dunfen, alongside with their suburbs, will be redesigned in the in the nearest future and filled with the dynamic events.
A new launcher version, on which we have been working intensively over the last few weeks, resolves most of the problems with downloading and updating the game. We hope that thanks to it many of you will come back to the game and check the latest changes!
See you on the battlefield!
Changelog v.0.5.6 & v.0.5.6f1
Gameplay:
– Implemented the first version of the dynamic events system – the test version includes 4 basic events per nation, placed around Dunfen and Mereley, as well as the first events chain of the rebels attacking the suburbs area – Implemented a new location – the fishing docks East to Mereley – Refresheded the game graphics – textures, shaders and colour palette – Added 15 new animation of death for the humanoid characters (player’s one and NPCs) – Added 5 new iddle animations for the player’s character – Modified buffs for capturing and controlling the flags – they don’t give bonuses to statistics which affect combat anymore – Implemented missing recipes for crushed ceramics and porcelain, distributed them in the NPC drops – Implemented a more restrictive checking of the position of the players’ characters positions and an additional hits detection system
Fixes:
– Fixed an issue allowing to walk on the bottom of the sea by holding block or attack before walking into the water – Fixed an issue causing a lot of the resources not being spawned in the game world – Fixed an issue causing that, in some cases, character’s controller desynchronization used to happen after changing weapons using a hotbar – Fixed an issue allowing to equip numerous lanterns on the same equipment slot, causing a massive performance drop for the other players – Fixed an issue with the additional hit detection system being working only for the ranged weapons – Fixed an issue causing problems with right-clicking the players’ characters (opening the context menu) – Fixed an issue allowing to close the respawn window by clicking the Escape button – Fixed an issue with the animations of using the pots with boiling oil not being displayed – Fixed an issue with the active chests remaining open all the time – Fixed an issue with the models of crops causing the performance drop – Fixed the size of some of the interface windows
The latest update introduces new events occurring in the Gloria Victis world, bringing even more life to the starter locations and making them more and more credible. Therefore the fundamental goal – creating a living, open world – step by step comes to life!
On the other hand, based on the impressive amount of feedback gathered from the “Valley of Death” tournament, many optimization fixes have been implemented, in effect greatly improving the game’s and servers’ performance. There are also many gameplay and balance adjustments which significantly improve the user experience.
New breathtaking location, being the second part of the recently started Mereley rework – the plundered village placed between the fort and the recently added fishing docks – is going to come in the next update!
See you in battle!
Changelog v.0.5.7 Alpha
Gameplay:
– Added new dynamic events South to Dunfen and Mereley
– Added a loading screen when moving to the arena or the Valley of Death and back
– Added numerous server optimization fixes (including the characters’ animations system – please report any problems with controller/desynchronization
Fixes:
– Fixed an issue causing glitches occuring on the terrain
– Fixed an issue preventing players from opening the location upgrading window by clicking its flag after they used any other flag previously
– Fixed an issue allowing to earn huge amount of experience by bringing the materials required to upgrade a location
– Fixed an animation issue caused by sprinting with block
– Fixed an issue allowing to loot the same item from the NPC enemies repeatedly
– Fixed an issue with the additional hit detection system being working only for the ranged weapons
– Fixed an issue causing problems with right-clicking the players’ characters (opening the context menu)
– Fixed an issue allowing to close the respawn window by clicking the Escape button
– Fixed an issue with the animations of using the pots with boiling oil not being displayed
– Fixed an issue with the active chests remaining open all the time
– Fixed an issue with the models of crops causing the performance drop
Today’s update for Gloria Victis introduces the guilds’ coats of arms editor, allowing players to create and customize the multilayer coats of arms made of background, patterns and symbols! This addition will have a massive impact of the guilds presence in the Gloria Victis world, as in the nearest future the coats of arms will be applied on the banners in locations controlled by a guild.
There is also a massive amount of fixes and improvements to the game and servers performance, gameplay mechanics and interface, such as fixed party chat, increased smoothness of the camera movement control or improved hits detection.
Right now we are doing the last preparations before applying the fully reworked Mereley village and fort – not only they are way more intuitive for the newcomers, but also the massive wooden walls and long houses fit much better to the Ismirs: a nation of gruesome warriors from the frosty North. When the Mereley is finally reworked, Dunfen – main town of another faction, Midlanders – is going to be redesigned as well, with the same primary principle in mind: to improve the user experience.
Changelog v.0.5.7.5 Alpha
Gameplay:
– Implemented the guilds coats of arms editor available in the guilds window – it allows to create the multilayered coats of arms made of background, patterns and symbols; in the nearest future player-made coats of arms will be applied on the banners in locations controlled by a guild
– Improved smoothness of the camera movement
– Improved the hit detection system
– Added a command to reply the latest chat private message: /r
– Added a chat message displayed when player inputs an invalid command
Fixes:
– Fixed the party chat
– Fixed an issue causing that in some cases looting a defeated NPC enemy was not possible
Comments
Greetings!
For the last two weeks we have been working on two massive features – skills and building system. In few days the first versions will be done, greatly improving the Gloria Victis gameplay.
Let’s start with the building system. First version will offer possibility to the hire mercenary guards or upgrade the existing towns and fortifications with stronger gates and better offensive equipment, such as wooden logs to drop on the enemies heads or pots with boiling water, oil and tar. These objects will be destroyable as well, so the players will have to repair them in co-operation with each other inside their faction in order to the keep defensive structures in good condition.
But the upgrading won’t be limited to only the most powerful guilds – every single player will be able to help their faction by gathering the required resources!
In nearest future this system will be expanded with a possibility to build the whole towns and castles, players will also be able to upgrade the mines or farms to gain better resources spots, build the crafting workshops or hire more mercenaries to defend their lands!
Now let’s say a word or two about the skills. The first version will include dozens of the passive skills, giving the players even more freedom in developing their characters with our class-less progression system. It will also allow to significantly differ the characters and create the unique builds.
These awesome improvements will be implemented next week – at the moment we are testing them to make sure that they are polished enough to be shown to our players.
Stay tuned!
Greetings!
Finally we can invite you to explore twice bigger game world! Besides of new locations which can be captured and upgraded, the update also brings a lot of new enemies and game mechanics improvements. We introduce a few new features as well to make Gloria Victis world more alive. We want to thank from the bottoms of our hearts all of you who participated in long tests of following versions!
Meanwhile we are almost done with implementing an ability to build walls and the other structures from scratch. We are also finally implementing a new version of equipment system – soon we will start intensive tests to bring those changes to you as soon as possible!
P. S. Today at 8 PM CEST we play with you together at EU server!
Changelog v.0.4 Pre-Alpha
Map:
– Implemented twice bigger available game world
– Added 3 new settlements, functioning as start base for raids of more experienced players
– Wooden northern fort has been replaced with a mountain keep Audunstede, which soon will receive the history and NPCs designed by one of the players
– Prepared terrain for new city, the first one to be built completely from scratch by the players
– Added gneiss – new resource which soon will be used to build walls and the other structures
Gameplay:
– An option to respawn at Keep of the Original Faith Order has been replaced with a possibility to respawn at the closest flag controlled by a player’s nation
– Implemented new map and minimap
– Implemented NPC workers, such as miners, farmers and woodcutters who are gathering the resources
– Implemented additional NPCs’ animations such as sitting down, chopping wood, picking and mowing
– Added about 100 new NPCs and NPC enemies
– Added new shops, located in new conquerable locations
Balance:
– Implemented 3 seconds long block of stamina regeneration after attacking, refreshing when holding an attack
– Adjusted stamina drain when blocking
– Implemented stamina drain when holding an attack
– Balanced damage done by different weapon types
– Balanced the prices of weapons and their recipes
– Reworked the weapons’ recipes to improve a crafting’s learning curve
– Balanced NPC enemies’ drops
Fixes:
– Disabled collecting of some logs (it caused server lags occurring last days)
– Reduced GPU VRAM usage to 50% – please confirm if the game performance is significantly better on older cards
– Restored weather randomizing and fixed game time syncing
– Next fixes to achievements and abilities systems – on this occasion they has been wiped
– Fixed minor graphic bugs
– Minor fixes to various systems
Greetings!
While we are working hard on expanding the building system, so you will be able to raise the whole structures from scratch and finishing the new inventory system implementation, we have a game update for you! Despite various fixes, it also introduces displaying the regions names while explorating the world.
Reminder – every Donator with an active game account can join the internal testers group to help tracking issues in the pre-update versions! It will be crucial next few days when we will start testing the new inventory system. Anyone who wills to help, please contact me via private message.
Changelog v.0.4.1 Pre-Alpha
– Implemented displaying the world’s regions names at the minimap
– Massive AI optimization - preparation for further works on upgrading
– Stamina regeneration stagger shortened to 1 sec
– Added a proper error communicate when trying to log in on non-registered account
– Fixed bug causing displaying the wrong character’s name on chat after relog
Changelog v.0.4.2 Pre-Alpha
– Implemented regions browser in the main map
– Fixed bug causing that in certain situations minimap hasn’t been properly displayed
– Fixed the names of some regions
– Fixed the players from a party displaying on map and minimap
– Fixed bug causing that a communicate about alive flag guards has been displayed, what prevented the players from taking over a flag
– Slightly increased axes damage
– Mobs statistics rebalance - weaking the low level ones, reducing damage of mobs that perform multiple attacks at once
– Adjusted heavy armours (chest) reductions
– Increased the amount of experience granted for slaying higher level NPC enemies
Greetings!
A massive update, greatly improving the combat experience and the meaning of PVP, has been applied! First of all, it introduces the fortifications building and upgrading – players can raise the walls, towers and gates in the towns and castles controlled by their nation from scratch. Players can also upgrade those objects, significantly increasing their defensive properties – a simple palisade around the holding will stop an enemy for a while, but a stone tower with double reinforced gates and pots of boiling oil will do its job much better.
Moreover, it’s up to the players how to develop the fortifications, as their components are being upgraded separately. In future this system will be expanded with an ability to build and develop the objects inside the fortifications, such as player-owned houses, additional spawn points and siege machines, as well as with the additional customization options!
On the other hand, we have implemented two important combat-related features, requested by our players – breaking an enemy’s attack with a kick and feints! Therefore the combat dynamics have been greatly increased; those changes made the battles even more tactical and skill-based as well. Moreover, NPC enemies can kick to break the player’s block too, so PVE is much less predictable and repetitive now! In nearest future we will be continuously working on the further combat and AI improvements, so the player experience will be getting better and better.
At the moment we are doing the last polishes before releasing the another massive update – a total overhaul of the inventory and guilds systems. Within the next few days we will start the final tests of those systems; meanwhile we have started working on the survival aspects! When the basics are done, we will be able to implement hunger, alchemy, toxicity and dynamic weather’s influence on the characters – it will greatly increase the immersion, which is crucial in Gloria Victis. This feature is expected to come within the next few weeks!
Changelog v.0.4.5 Pre-Alpha
Locations upgrading:
– Implemented the fortifications upgrading – walls, towers and gates can now be raised from scratch; in near future a possibility to raise the objects inside the fortifications, such as houses and crafting workbenches
– Implemented numerous levels of walls, towers and gates upgrades; in future, when the locations will be controlled by guilds, upgrades levels will be expanded with additional customization options
– Added a possibility to purchase the location upgrade points for in-game currency in the locations upgrade menu
Combat system:
– Implemented kicking, which interrupts the enemy’s block
– Implemented feints – cancelling your own attacks with a block or kick
– Implemented a limitation of damage dealing – now only the first struck enemy receives it
– Reduced a value of bows and daggers damage modifier based on the character’s dexterity
– Reduced damage dealt by knives
– Increased damage dealt by blunts
AI:
– Implemented blocking the player’s attacks by the NPC enemies
– Implemented interrupting the player’s block with a kick by the NPC enemies
Others:
– Added a hand-drawn map world
– Increased the amount of gathered wood and slightly increased its respawn time
– Added characters displaying distance setting in game options
– Updated the game translations in all of the supported languages
– Minor fixes in various systems
Greetings!
Another update improving the combat mechanics and NPC enemies AI just hit the servers! Important changes have been done in blocking the arrows by NPC enemies – not only various issues related to it have been fixed, but also a precise shield hit detection have been implemented, so it’s possible now to hurt a blocking enemy with a well-aimed shoot in a knee. However, we encourage you try our new feature – headshots! Moreover, NPC enemies received the HP regeneration and a possibility of reviving the unconscious players has been added in a hotfix applied this weekend!
There are also important changes in the territory control and building systems. We have implemented saving the statuses of flags and fortifications in database, so their upgrade will remain in the game’s world despite the servers restarts. There is also an overhaul of Original Faith Order’s keep – its size has been doubled with an addition of a massive stone donjon and an inner circle of walls!
Changelog v.0.4.6 Pre-Alpha
Gameplay:
– Implemented saving the status of flags and fortifications in database – they won’t be reset at servers’ restart
– Reworked the Original Faith Order’s keep, doubling its size and implementing a possibility to build and upgrade its fortifications
Combat:
– Implemented headshots detection when fighting the NPC enemies – they deal higher damage; in nearest future headshots will be applied in PVP as well
– Reduced kick’s damage
– Increased kick’s stamina drain
– Modified mechanics of character’s stagger after having its attack blocked – stagger’s time is now dependent on character’s Dexterity instead of Constitution
– Reduced influence of character’s statistics on time of character’s stagger after having its attack blocked
AI:
– Increased frequency of NPC enemies blocking and reduced frequency of kicking
– Hindered changing the NPC enemies aggro
– Implemented NPC enemies HP regeneration – slight in combat, fast out of combat and when they can’t find a way to the player’s position
– Fixed bug causing that NPC enemies received damage when successfully blocking arrows with shields
– Fixed bug causing that NPC enemies without shields tried to block arrows
Fixes:
– Disabled new graphics effects implemented in version 0.4.5 to fix the currently occuring game’s stability issues (please inform us if it helps)Well done
Changelog v.0.4.7 Pre-Alpha
Gameplay:
– Implemented headshots detection in PVP
– Implemented experience gaining in PVP
– Modified mechanics of the NPC enemies loot – now every player can loot every NPC enemy
– Modified mechanics of the experience gaining in PVE – experience is granted to a player who did the last attack, instead of a player who dealt the first one
– Increased the movement speed of players characters when blocking – still, when blocking, movement is a bit slower than usually
– Increased the movement speed of NPC enemies when blocking
– Implemented random patrolling routes of NPC enemies
– Implemented new defensive objects placed on the gate towers – stones and wooden logs to be thrown down on the enemies
World:
– Implemented new town – Fangsborough placed in the northwest part of Stoneholm
– Implemented new location – raiders camp placed near Twinfall
– Implemented new location – battleground placed near Twinfall
– Added new NPCs in Audunstede
Fixes:
– Updated networking environment in order to improve the performance of servers – please report any issues
– Significantly increased the server’s performance
– Improved working of defensive objects placed on the gate towers
– Implemented numerous fixed for the party system
– Edited Polish version of the dialogues for some of the NPCs from AundunstedeGreat thing about it is the dev team is great at communicating with the playerbase, responding to feedback, and implementing features that they have collaborated with the players on. So you get to help shape the way the game turns out in the end by testing things out and offering suggestions for improvement. Unlike most companies, those suggestions don't simply go ignored.
But keep an eye out. Definitely worth watching and could be a very fun game for lots of types of people looking for a medieval world to explore and conquer with friends.
Press Release 2015-10-26
We have entered the final straight with the massive UI overhaul. The intensive final tests have been started few days ago, so the players can expect implementation of reworked inventory and guilds system, alongside with the new NPC shops interface, within the very next few weeks.
The update greatly increases the game’s interface functionality while making it much more user-friendly, as it introduces numerous features requested by our players, i.e. an ability to expand the inventory space with additional bags and backpacks, a buy-back tab and the assortment filters in NPC shops window or a mouse-mode toggle. A character’s statistics tab also have been refreshed, becoming more intuitive, as well as the guilds management window – once the update have been applied, players will be able to comfortably create their fractions.
With implementation of this update, due to the database structure changes there will come a long-time awaited full wipe of characters. This is a great chance to join the game, as everyone will have a fresh start and servers will become much more populated.
Meanwhile we are reworking the buffs system – when it’s done, we will be able to implement the alchemic recipes, the weather system’s impact on the characters and the heroes system, which will reward the most active players from each nation. The next step of improving the user experience will be reworking the crafting system, implementing the inheriting of the final product’s properties after the specific materials used by a crafter.
We would like to thank very much all players who are helping us in testing this massive update!
Greetings!
While our programmers are working hard on fixing the last issues occuring in the new version of inventory and guilds system, we have an update for you! It introduces a new town, located in the northeast part of Stoneholm, as well as a bunch of important gameplay improvements. We also would like to inform you that most probably a new, much more polished version of launcher will come with the next update.
Have fun!
Changelog v.0.4.8 Pre-Alpha
– Added new town – Seaclaw placed in the northeast part of Stoneholm, as well as the nearby farms and lumbers’ camp
– Improved visuals of the character’s staggers animations
– Improved visuals of the walls models and textures
– Implemented experience receiving for upgrading the locations
– Added restriction that fortifications in a captured location can’t be downgraded through capturing such location below the level 1
– Fixed bug causing that after capturing the location fortifications were being downgraded for 2 levels instead of 1
– Fixed numerous issues occuring in the territory control system, such as spawning the opposite nation guardsmen
– Fixed bug causing that NPC enemies were “jumping” towards the player’s character during combat
– Fixed various minor issues related to the worldGood update.
See ya!
Greetings!
The Gloria Victis v.0.5 update – the biggest one, so far – finally went live! It not only introduces many so long-awaited improvements and features, such as the total rework of the inventory, guilds, NPC shops and buffs systems, awesome performance increase, new locations or new NPC enemies, but also moves Gloria Victis to the Alpha stage!
Changelog v. 0.5 Alpha
SERVERS HAVE BEEN WIPED!
Inventory system:
The inventory system has been reworked from scratch – issues like bugging the controller with changing weapons using hotkeys (1-0 keys), problems with drawing or withdrawing the weapons or disappearing items and money should have been fixed.
– Implemented stacks splitting – hold SHIFT and drag a stack to another slot holding LMB
– Implemented expanding the inventory and depot space with additional sacks and bags which can be bought from vendors selling the basic crafting materials and recipes – to be able to expand the storage, first you need to buy an inventory/depot slot clicking LMB on its icon
– Reworked from scratch the quick access bar
NPC shops:
– Reworked the NPC shops interface
– Implemented items sorting in constant order in the shop’s assortment
– Implemented filters of the items in vendors assortment
– Implemented a buy-back tab – available until a player walks too far from the NPC vendor
Reworked the NPC shops controls:
– Buying/selling single items – click RMB or 2x click LMB
– Buying/selling certain amount of items – hold SHIFT and click LMB
– Buying/selling entire stacks of items – hold CTRL and click LMB
Guilds system:
Guilds system has been reworked from scratch. The main focus was to improve its functionality and to fix numerous issues.
– Implemented the guild’s announcements
– Started working on the in-game coats of arms editor
Buffs system:
The buffs system has been reworked from scratch. The main focus was to improve its functionality and to fix numerous issues.
– Food and potions – craftable and the ones that can be purchased from NPC herbalists – should apply buffs and debuffs properly
– Added buffs for conquering and controlling the flags – they will be balanced and tweaked in the nearest future
– Added the first effect caused by the weather system – debuff on stamina regeneration when it’s raining
– Added debuff “fatigue” occurring when stamina is low, signalizing a lower damage output
Building system and territory control:
– Redesigned the structures upgrades window
– Implemented the structures repair mechanics – amount of required materials depends on the lost durability of the structure
– Implemented experience earning for deploying the materials required for upgrades of the structures
– Increased durability of the fortifications
– Reduced amount of materials required to upgrade the fortifications to level 1
– Increased amount of the NPC guards in locations controlled by players
– Rebalanced statistics of the guards in locations controlled by players and increased differences between their levels at various upgrades
– Reduced levels of peasant working at farms
– Reworked capturing the flags mechanics – to capture a flag, killing more than 75% of guards is required (killing the civilians is not required)
– Set various buffs for claiming and controlling the flags – buffs for controlling various locations are being summed, rewarding the nation for domination
Interface:
– Moved health and stamina bars to the bottom of the screen
– Implemented minimizing of the menu icons bar
– Reworked the player-player interactions window
– Implemented the mouse mode – “z” button toggles the cursor visibility and out of mouse mode the camera controls are the same in combat and non-combat stances
– Added character’s level to the experience bar
– Added information about the character’s level and nation to the character’s statistics tab
– Reworked from scratch the character’s statistics tab
Gameplay:
– Equalized the character’s movement speed in combat and non-combat mode
– Reworked character’s stagger when being hit – it’s not being slowed down to the walk speed but cannot sprint
– Added drop from chickens and gooses
– Fixed bug causing that a hand or an arrow were disappearing in FPP mode
– Significantly improved the character’s animations and their blends, removing most of the “spikes”, equalizing the attacks times, removing a blend which was twisting the character and reduced drops of the animations quality on various FPS rates
– Modified AI of NPC enemies – now the ones, who used to stay passive to the higher level characters, step back and warn the players to not come any closer, and small animals run away from players
– Implemented almost 300 new speeches for NPC enemies
– Fixed many spelling errors in English version
– Reduced the aggro generated by archers
– Fixed looting of the NPC enemies, especially detection of clicking on their corpses
NPCs:
– Implemented new NPC enemy – a giant
– Implemented new type of NPC enemies – Darkhounds, which can be found on the Tortoise Island and on the way to a giant’s lair in the northern part of Stoneholm
– Replaced the models of wolves
– Improved visuals of cancelling the sequences of NPC enemies attacks when player blocks them
– Improved smoothness of the humanoid NPCs animations
– Fixed bug causing the female NPCs becoming “ghosts”
– Fixed bug causing that the NPC enemies were using the polearms animations when actually fighting with longswords
– Fixed bug causing that the NPC enemies were gliding forward without moving their legs when blocking
– Fixed bug causing that Ioanna from Audunstede had no animations
World:
– Implemented a giant’s lair at the slopes of a northern mountain
– Implemented a sacrificial hill west to the marsh
– Implemented an “Dead Raven” Inn with a brothel East to the Fangsborough
– Implemented the burial mounds close to the “Dead Raven” Inn
– Updated the in-game map
– Implemented suburbs of Dunfen and Mereley
– Implemented docks in Dunfen
Visuals and sounds:
– Fixed bug causing that after unequipping a part of an armour, character’s body was not being displayed (“Rayman Problem”)
– Reworked the sound effects system (work in progress) – NPC enemies receive a drawn set of sounds and sound of player’s character being hit depends on the equipment of an NPC
– Fixed bug causing that characters were gliding without moving their legs instead of walking
– Fixed animations issues occurring when character was hiding or drawing the weapon
Networking and optimization:
– Added new system of “Area of Interest” on server side
– Reduced the network traffic for about 90%
– Reduced the CPU and GPU usage on client side
Greetings!
Following to the latest changes, today’s Gloria Victis update continues to expand the “Valley of Death” tournament – basing on the data gathered since the latest update, the NPC mercenaries have been added to support the losing team. Combined with the recently implemented capture-able flag, it is another great addition allowing us to test in the control environment, gather required data and improve the combat balance, as well as the core gameplay mechanics, such as AI of the NPC guards, capturing the territories, hits detection or synchronization of the characters’ positions.
The update also includes various adjustments to the game balance and resolves various issues occurring in the user interface, as well as greatly improves the synchronization of the characters’ positions. We are also continuously reworking the launcher and successfully fixing the issues reported by the players.
Merry Christmas, Happy New Year and see you on the battlefield!
Changelog v.0.5.3
Gameplay:
– Made changes to the balance of the weapons damage and the character’s base damage
– Made changes to the balance of the statistics of the NPC townsmen, guards and enemies
– Added a timer counting the time to start the next “Valley of Death” tournament
– Added the NPC companions to the “Valley of Death” tournament who are supporting a losing team
– Replaced the critical strikes of the NPC enemies with the minimum-maximum damage interval
– Added the names of the capture-able locations on the map
Fixes:
– Optimized the server-side player’s area of interest management system (please report if you will see ghosts or any objects that aren’t being loaded properly)
– Fixed an issue causing that the items icons used to remain on the screen
– Fixed an issue allowing to duplicate items with fast clicking in the NPC shop window
– Improved the visuals of the quick access bar – empty slots are not filled with the black background anymore
– Reworked the characters’ position synchronization system – frequency of the synchronization depends on the speed of the character’s movementGreetings!
The latest update for Gloria Victis greatly increases the immersion experienced by players! The most important change is implementation of fights between NPCs – foxes sneak towards the farms to hunt chickens and gooses, poachers hunt wild animals and mercenaries serving one nation rush on the another faction’s guards in sight in Valley of Death. In the upcoming updates various groups of NPCs will start waging their wars against another ones, bringing even more life to the world of Gloria Victis!
Moreover, gone are the times of inexhaustible resource nodes – with this update players are able to deplete them and they will be replaced with other resources, so the gatherers will have to continuously seek the best spots. In effect, actions performed by players have even bigger impact of the surrounding reality.
We have also refreshed the character selection menu to improve the newcomers experience – not only it is looking much better but also brings much more immersion from the very beginning. Meanwhile we continue the launcher rework and implementation of the dynamic events, which will greatly increase the meaning of actions performed by players, we are also working on filling up the world with breathtaking points of interest. Stay tuned!
Changelog v.0.5.5
Gameplay:
– Implemented AI of fighting between NPCs and NPC enemies
– Implemented the finite resources nodes – most of them can be depleted and would be replaced with another ones
– Implemented new character selection menu
– Modified behaviours of the NPC guards in the “Valley of Death” – after capturing a flag they help the players to defend it instead of disappear, so the losing nation has a chance to reduce the enemy advantage
– Implemented slowing down the characters (of 10% max) depending on the current vitality
– Reduced the character’s movement speed
– Now players can’t destroy fortifications in locations controlled by their nation
– Implemented new animation of shield blocking while standing still for NPCs
– Implemented a dialogue for Hallgrima – shieldmaiden from the Mereley suburbs
– Updated the icons of items and buffs
Game options:
– Reworked the game options window
– Added access to the game options window in main menu and character selection menu
– Fixed issue causing that a grass display distance setting didn’t work
Fixes:
– Fixed an issue causing a significant performance drop due to multiple terrains loading during longer sessions
– Fixed an issue causing the controller desynchronization when a player performed attacks repeadetly or cancelled an attack with a kick
– Fixed an issue causing that some buffs added huge bonus to the HP regeneration
– Fixed messages about dealt and received damage
– Fixed an issue causing death of a character after falling down from low obstacles
– Fixed an issue causing that Ragi’s and Brandon’s cohorts were spawning repeadetly
– Fixed an issue allowing to lure the NPC enemies on very long distances
– Fixed an issue allowing to revive players from very long distance
– Fixed an issue causing that “Valley of Death” tournament didn’t launch despite meeting the requirement of 3 players being registered in each team
– Fixed an issue causing that sometimes after death the respawn window was disappearing but character was staying in place and relogging was necessary
– Fixed an issue causing that sometimes NPCs were moving without a proper animation
– Optimized the network traffic by minimizing the amount of network objects being out of player’s range of sight – it will significantly improve the game’s and servers’ performance
Greetings!
While we are working on the further improvements and polishing of the game, we are also implementing the dynamic events. It is a huge change in the world of Gloria Victis, as numerous locations will come to life and the environment is going to evolve according to the actions performed by players.
Therefore we decided to expand the main towns and upgrade their graphics quality – first of all, we are working on the Mereley harbor. We hope you like it, more screenshots coming soon!\
Greetings!
A long awaited update has been finally released! Among the numerous gameplay improvements and fixes to various systems, the update 0.5.6 introduces the first version of the dynamic events system, a new location and a new launcher version!
The first dynamic events, which has been placed at the outskirts of Dunfen and Mereley, greatly increase the credibility of the Gloria Victis world – foxes sneak to hunt chickens, outcasts steal supplies and rebels oppress the townsmen. Next events, which will be implemented in the nearest future, will smoothly introduce the new players into the Gloria Victis world helping them to learn the gameplay mechanics and allow the players to affect the situation of the game world.
A new location – fishing docks which can be found West to Mereley – is a first step of the start locations massive rework. The first impression is very important, therefore both Mereley and Dunfen, alongside with their suburbs, will be redesigned in the in the nearest future and filled with the dynamic events.
A new launcher version, on which we have been working intensively over the last few weeks, resolves most of the problems with downloading and updating the game. We hope that thanks to it many of you will come back to the game and check the latest changes!
See you on the battlefield!
Changelog v.0.5.6 & v.0.5.6f1
Gameplay:
– Implemented the first version of the dynamic events system – the test version includes 4 basic events per nation, placed around Dunfen and Mereley, as well as the first events chain of the rebels attacking the suburbs area
– Implemented a new location – the fishing docks East to Mereley
– Refresheded the game graphics – textures, shaders and colour palette
– Added 15 new animation of death for the humanoid characters (player’s one and NPCs)
– Added 5 new iddle animations for the player’s character
– Modified buffs for capturing and controlling the flags – they don’t give bonuses to statistics which affect combat anymore
– Implemented missing recipes for crushed ceramics and porcelain, distributed them in the NPC drops
– Implemented a more restrictive checking of the position of the players’ characters positions and an additional hits detection system
Fixes:
– Fixed an issue allowing to walk on the bottom of the sea by holding block or attack before walking into the water
– Fixed an issue causing a lot of the resources not being spawned in the game world
– Fixed an issue causing that, in some cases, character’s controller desynchronization used to happen after changing weapons using a hotbar
– Fixed an issue allowing to equip numerous lanterns on the same equipment slot, causing a massive performance drop for the other players
– Fixed an issue with the additional hit detection system being working only for the ranged weapons
– Fixed an issue causing problems with right-clicking the players’ characters (opening the context menu)
– Fixed an issue allowing to close the respawn window by clicking the Escape button
– Fixed an issue with the animations of using the pots with boiling oil not being displayed
– Fixed an issue with the active chests remaining open all the time
– Fixed an issue with the models of crops causing the performance drop
– Fixed the size of some of the interface windows
Hello!
The latest update introduces new events occurring in the Gloria Victis world, bringing even more life to the starter locations and making them more and more credible. Therefore the fundamental goal – creating a living, open world – step by step comes to life!
On the other hand, based on the impressive amount of feedback gathered from the “Valley of Death” tournament, many optimization fixes have been implemented, in effect greatly improving the game’s and servers’ performance. There are also many gameplay and balance adjustments which significantly improve the user experience.
New breathtaking location, being the second part of the recently started Mereley rework – the plundered village placed between the fort and the recently added fishing docks – is going to come in the next update!
See you in battle!
Changelog v.0.5.7 Alpha
Gameplay:
– Added new dynamic events South to Dunfen and Mereley
– Added a loading screen when moving to the arena or the Valley of Death and back
– Added numerous server optimization fixes (including the characters’ animations system – please report any problems with controller/desynchronization
Fixes:
– Fixed an issue causing glitches occuring on the terrain
– Fixed an issue preventing players from opening the location upgrading window by clicking its flag after they used any other flag previously
– Fixed an issue allowing to earn huge amount of experience by bringing the materials required to upgrade a location
– Fixed an animation issue caused by sprinting with block
– Fixed an issue allowing to loot the same item from the NPC enemies repeatedly
– Fixed an issue with the additional hit detection system being working only for the ranged weapons
– Fixed an issue causing problems with right-clicking the players’ characters (opening the context menu)
– Fixed an issue allowing to close the respawn window by clicking the Escape button
– Fixed an issue with the animations of using the pots with boiling oil not being displayed
– Fixed an issue with the active chests remaining open all the time
– Fixed an issue with the models of crops causing the performance drop
– Fixed the size of some of the interface windows
Greetings!
Today’s update for Gloria Victis introduces the guilds’ coats of arms editor, allowing players to create and customize the multilayer coats of arms made of background, patterns and symbols! This addition will have a massive impact of the guilds presence in the Gloria Victis world, as in the nearest future the coats of arms will be applied on the banners in locations controlled by a guild.
There is also a massive amount of fixes and improvements to the game and servers performance, gameplay mechanics and interface, such as fixed party chat, increased smoothness of the camera movement control or improved hits detection.
Right now we are doing the last preparations before applying the fully reworked Mereley village and fort – not only they are way more intuitive for the newcomers, but also the massive wooden walls and long houses fit much better to the Ismirs: a nation of gruesome warriors from the frosty North. When the Mereley is finally reworked, Dunfen – main town of another faction, Midlanders – is going to be redesigned as well, with the same primary principle in mind: to improve the user experience.
Changelog v.0.5.7.5 Alpha
Gameplay:
– Implemented the guilds coats of arms editor available in the guilds window – it allows to create the multilayered coats of arms made of background, patterns and symbols; in the nearest future player-made coats of arms will be applied on the banners in locations controlled by a guild
– Improved smoothness of the camera movement
– Improved the hit detection system
– Added a command to reply the latest chat private message: /r
– Added a chat message displayed when player inputs an invalid command
Fixes:
– Fixed the party chat
– Fixed an issue causing that in some cases looting a defeated NPC enemy was not possible