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Steam News27 August 20205y ago

Weekly Update 237 – Controller improvements & 100+ events unlocked!

Hello Warriors! A new update is live, and it includes the first changes made upon your votes in the just-added Questionnaires!

In this update4

Full notes

Full Gloria Victis: Medieval MMORPG update

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Repeated intro

Hello Warriors!

What changed

2 fixes1 addition2 changes1 removal
  • Gameplay
  • Balance
  • Maps
addedA new update is live, and it includes the first changes made upon your votes in the just-added Questionnaires! We’re happy to see so many votes made, but we hope even more players will participate in them in the future!
changedAs always, this week’s update includes dozens of gameplay improvements, balance tweaks and fixes to reported bugs. Namely, this update unlocks access to dozens of the in-game dynamic events to all characters and improved controller and synchronization.
fixedController/Synchro:– We changed the approach for synchronizing the states of jumping, falling down and sliding – they used to be calculated separately on client and server, so even the slightest difference in the simulation on either side caused the client’s desynchronization. From now on, the client-side simulation of those states is executed using the data received from the server, so it’ll no longer be possible to desync at them – Removed the safeguard preventing the player from initiating a jump while rotating, since it’s no longer required after the change described above, in order to improve the controller’s responsiveness – Fixed a bug causing that after going out of the water while swimming on the mount, the client-side speed was already at maximum, so the server’s safeguard caused snapping the player back just a moment later – Fixed displaying falling down and sliding of other players riding a mount – the horse would remain still at the beginning of the fall/slide, and then snap to the player after the fall/slide was over – Fixed a bug causing that after dismounting a horse in the water, swimming wouldn’t drain the mount’s stamina and HP
changedFishing:After reading all the extensive feedback we’ve got from you, and after analyzing our data collected over the last few weeks, we’ve come to the conclusion that fishing actively with a rod wasn’t attractive enough when compared to using the passive fish trap. This update introduces several improvements to that matter, so we hope you’ll love them!
fixedFishing:– The Fishing minigame’s stages are now much more dynamic, as the waiting time is greatly reduced and the minigame itself is much quicker – From now on, completing the Fishing minigame without mistakes gives you better chances to catch a rare fish – Reduced the time of waiting for a fish – Fixed a bug allowing use the Fishing Lure on land – now it can only be used in water, the same as the Fishing Bait – Added the dedicated description of the Fishing Rods
removedQuality of Life:– Disabled displaying the Orange Leaf icons at the enemy nation players nameplates, as a result of the Community voting in our questionnaire – 79% of responses were “Definitely Agree” or “Rather Agree” – Updated the dimensions of the inner bridge at Twinfall, similar to bridges in Order of the Original’s Faith and Leaktown – 67% of responses were “Definitely Agree” or “Rather Agree”, and 22% of voting users had no opinion on this matter – Updated the bows' balance – the mid-tier bows were too similar in power to the top-tier bows, so now they’re balanced more like the other weapon types – Due to the balance change described above, the top-tier bows (Karleonian Longbow, Black Guard’s Reflexive Bow, and Praetorian’s Reflexive Bow) are slightly more expensive now, to allow crafters make money on them, making them worth more – From

Gloria Victis: Medieval MMORPG changes

addedA new update is live, and it includes the first changes made upon your votes in the just-added Questionnaires! We’re happy to see so many votes made, but we hope even more players will participate in them in the future!
changedAs always, this week’s update includes dozens of gameplay improvements, balance tweaks and fixes to reported bugs. Namely, this update unlocks access to dozens of the in-game dynamic events to all characters and improved controller and synchronization.
fixed– We changed the approach for synchronizing the states of jumping, falling down and sliding – they used to be calculated separately on client and server, so even the slightest difference in the simulation on either side caused the client’s desynchronization. From now on, the client-side simulation of those states is executed using the data received from the server, so it’ll no longer be possible to desync at them – Removed the safeguard preventing the player from initiating a jump while rotating, since it’s no longer required after the change described above, in order to improve the controller’s responsiveness – Fixed a bug causing that after going out of the water while swimming on the mount, the client-side speed was already at maximum, so the server’s safeguard caused snapping the player back just a moment later – Fixed displaying falling down and sliding of other players riding a mount – the horse would remain still at the beginning of the fall/slide, and then snap to the player after the fall/slide was over – Fixed a bug causing that after dismounting a horse in the water, swimming wouldn’t drain the mount’s stamina and HP
changedAfter reading all the extensive feedback we’ve got from you, and after analyzing our data collected over the last few weeks, we’ve come to the conclusion that fishing actively with a rod wasn’t attractive enough when compared to using the passive fish trap. This update introduces several improvements to that matter, so we hope you’ll love them!
fixed– The Fishing minigame’s stages are now much more dynamic, as the waiting time is greatly reduced and the minigame itself is much quicker – From now on, completing the Fishing minigame without mistakes gives you better chances to catch a rare fish – Reduced the time of waiting for a fish – Fixed a bug allowing use the Fishing Lure on land – now it can only be used in water, the same as the Fishing Bait – Added the dedicated description of the Fishing Rods

A new update is live, and it includes the first changes made upon your votes in the just-added Questionnaires! We’re happy to see so many votes made, but we hope even more players will participate in them in the future!

As always, this week’s update includes dozens of gameplay improvements, balance tweaks and fixes to reported bugs. Namely, this update unlocks access to dozens of the in-game dynamic events to all characters and improved controller and synchronization.

Try it out, and see you in battle!

P.S. We're amazed by this roleplaying video made by our player Sorven – check your Ambers, please!

Changelog v.0.9.4.2.3

Controller/Synchro:

– We changed the approach for synchronizing the states of jumping, falling down and sliding – they used to be calculated separately on client and server, so even the slightest difference in the simulation on either side caused the client’s desynchronization. From now on, the client-side simulation of those states is executed using the data received from the server, so it’ll no longer be possible to desync at them – Removed the safeguard preventing the player from initiating a jump while rotating, since it’s no longer required after the change described above, in order to improve the controller’s responsiveness – Fixed a bug causing that after going out of the water while swimming on the mount, the client-side speed was already at maximum, so the server’s safeguard caused snapping the player back just a moment later – Fixed displaying falling down and sliding of other players riding a mount – the horse would remain still at the beginning of the fall/slide, and then snap to the player after the fall/slide was over – Fixed a bug causing that after dismounting a horse in the water, swimming wouldn’t drain the mount’s stamina and HP

Fishing:

After reading all the extensive feedback we’ve got from you, and after analyzing our data collected over the last few weeks, we’ve come to the conclusion that fishing actively with a rod wasn’t attractive enough when compared to using the passive fish trap. This update introduces several improvements to that matter, so we hope you’ll love them!

– The Fishing minigame’s stages are now much more dynamic, as the waiting time is greatly reduced and the minigame itself is much quicker – From now on, completing the Fishing minigame without mistakes gives you better chances to catch a rare fish – Reduced the time of waiting for a fish – Fixed a bug allowing use the Fishing Lure on land – now it can only be used in water, the same as the Fishing Bait – Added the dedicated description of the Fishing Rods

Quality of Life:

– Disabled displaying the Orange Leaf icons at the enemy nation players nameplates, as a result of the Community voting in our questionnaire – 79% of responses were “Definitely Agree” or “Rather Agree” – Updated the dimensions of the inner bridge at Twinfall, similar to bridges in Order of the Original’s Faith and Leaktown – 67% of responses were “Definitely Agree” or “Rather Agree”, and 22% of voting users had no opinion on this matter – Updated the bows' balance – the mid-tier bows were too similar in power to the top-tier bows, so now they’re balanced more like the other weapon types – Due to the balance change described above, the top-tier bows (Karleonian Longbow, Black Guard’s Reflexive Bow, and Praetorian’s Reflexive Bow) are slightly more expensive now, to allow crafters make money on them, making them worth more – From

Source

Steam News / 27 August 2020

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