Repeated intro
What changed
1 fix0 additions9 changes1 removal
- Gameplay
- Performance
- Balance
changedAnother weekly update is live! As always, it includes dozens of Quality of Life improvements, gameplay tweaks and fixes to reported bugs.
fixedController/Synchro:– Improved synchronizing the position of players with very unstable FPS or internet connection: they used to be desynchronized on the other users’ screens, which lasted for a split of a second and got instantly fixed once the connection was broken – potential exploiters could be using it defensively to mislead the enemies but now it shouldn’t be possible anymore – Improved mounts movement feeling, there was an issue which led to “sliding” feeling while changing from diagonal movement into a horizontal one, it shouldn’t be happening anymore and people who were riding the horses should feel the improvement. – Improved jumping and landing animations while armed – for every type of weapon, as the animations were basically missing the landing part which made the most of clunkiness feeling. – We have made some changes to Siege Engines collision detection, it should make it much harder to stack the catapults at the one place. We know that there are still many issues around, but we feel that we should state every change in case any regression happens.
changedEconomy & Fishing:The player-driven economy is a huge part of Gloria Victis. There are many players playing as traders, crafters, farmers or cooks – but due to fish trap being “too good” almost no one was playing as Fisherman, as simply almost everyone was putting their fish traps which were gathering fish up to 40 hours depending on if they were doing it on the safe zone or not. What we did last updates, and this one too is making the Fishing Rods more usable, making Lure more worth it, reducing the exploitation of Fisheries and increasing the fisheries regen.
changedEconomy & Fishing:Just quick math – within an hour of Active Fishing on the full Fishery, using a good Fishing Rod and a Lure should give on average 25 units of Cod already. We know that a few players already calculated that and makes good use of it, while many players only use fishing traps which works way slower and less efficient.
changedEconomy & Fishing:And remember that Fishing Rods have a much greater chance for catching a good fish, even at the exploited fisheries!
changedEconomy & Fishing:Fishing:
Gloria Victis: Medieval MMORPG changes
changedAnother weekly update is live! As always, it includes dozens of Quality of Life improvements, gameplay tweaks and fixes to reported bugs.
fixed– Improved synchronizing the position of players with very unstable FPS or internet connection: they used to be desynchronized on the other users’ screens, which lasted for a split of a second and got instantly fixed once the connection was broken – potential exploiters could be using it defensively to mislead the enemies but now it shouldn’t be possible anymore – Improved mounts movement feeling, there was an issue which led to “sliding” feeling while changing from diagonal movement into a horizontal one, it shouldn’t be happening anymore and people who were riding the horses should feel the improvement. – Improved jumping and landing animations while armed – for every type of weapon, as the animations were basically missing the landing part which made the most of clunkiness feeling. – We have made some changes to Siege Engines collision detection, it should make it much harder to stack the catapults at the one place. We know that there are still many issues around, but we feel that we should state every change in case any regression happens.
changedThe player-driven economy is a huge part of Gloria Victis. There are many players playing as traders, crafters, farmers or cooks – but due to fish trap being “too good” almost no one was playing as Fisherman, as simply almost everyone was putting their fish traps which were gathering fish up to 40 hours depending on if they were doing it on the safe zone or not. What we did last updates, and this one too is making the Fishing Rods more usable, making Lure more worth it, reducing the exploitation of Fisheries and increasing the fisheries regen.
changedJust quick math – within an hour of Active Fishing on the full Fishery, using a good Fishing Rod and a Lure should give on average 25 units of Cod already. We know that a few players already calculated that and makes good use of it, while many players only use fishing traps which works way slower and less efficient.
changedAnd remember that Fishing Rods have a much greater chance for catching a good fish, even at the exploited fisheries!
Another weekly update is live! As always, it includes dozens of Quality of Life improvements, gameplay tweaks and fixes to reported bugs.
Try it out and see you in battle!
Changelog v.0.9.4.2.4
Also, the screenshot's author is rewarded. Siegbert – check your Ambers!
Controller/Synchro:
– Improved synchronizing the position of players with very unstable FPS or internet connection: they used to be desynchronized on the other users’ screens, which lasted for a split of a second and got instantly fixed once the connection was broken – potential exploiters could be using it defensively to mislead the enemies but now it shouldn’t be possible anymore – Improved mounts movement feeling, there was an issue which led to “sliding” feeling while changing from diagonal movement into a horizontal one, it shouldn’t be happening anymore and people who were riding the horses should feel the improvement. – Improved jumping and landing animations while armed – for every type of weapon, as the animations were basically missing the landing part which made the most of clunkiness feeling. – We have made some changes to Siege Engines collision detection, it should make it much harder to stack the catapults at the one place. We know that there are still many issues around, but we feel that we should state every change in case any regression happens.
Economy & Fishing:
The player-driven economy is a huge part of Gloria Victis. There are many players playing as traders, crafters, farmers or cooks – but due to fish trap being “too good” almost no one was playing as Fisherman, as simply almost everyone was putting their fish traps which were gathering fish up to 40 hours depending on if they were doing it on the safe zone or not. What we did last updates, and this one too is making the Fishing Rods more usable, making Lure more worth it, reducing the exploitation of Fisheries and increasing the fisheries regen.
Just quick math – within an hour of Active Fishing on the full Fishery, using a good Fishing Rod and a Lure should give on average 25 units of Cod already. We know that a few players already calculated that and makes good use of it, while many players only use fishing traps which works way slower and less efficient.
And remember that Fishing Rods have a much greater chance for catching a good fish, even at the exploited fisheries!
Fishing:
– From now, fishery boosted by Lure have reduced exploiting of it – if you use the Lure, you can fish much more until it gets lowered – Increased regen of the fisheries by 25% – Reduced capacity of fish traps from 100 to 10 – traps are meant to be an additional way to earn more. Before that change, players set them for the whole days to catch enough fish, which was making the fishing using Fishing Rod almost obsolete, practically removing the “Fisherman” role from the market.
Economy:
– Slightly increased the cost of training mounts in the stable – Slightly increased the use cost of crafting workshops – Slightly increased the Market fee
These economy tweaks are pretty subtle but, for the scale of the whole Community, they’ll have a significant impact on the game and help combat the gold inflation, which helps create more market opportunities for all players, especially those who aren’t the very richest ones.
Quality of Life:
– Adjusted system of notifications about locations (like “Tenebrok is under attack”) – players will see notifications