In this update2
Full notes
Full Gloria Victis: Medieval MMORPG update
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Repeated intro
Hello Warriors!
What changed
- Performance
- UI and audio
- Gameplay
- Maps
- Balance
Gloria Victis: Medieval MMORPG changes
This may be the update, where we are implementing the performance improvements allowing us to push the boundaries even further! Recent battles, especially one of the biggest State of War events in the history of the Eaglewood server, gave us a lot of data to achieve better results in-game optimization, performance, and stability on more loaded servers.
This week we are introducing some big changes in response to our Community’s voice, including some important fixes of some game mechanics. Addressing your feedback and reports we are also allowing some new strategies and introducing new tools, regarding balance changes between defenders and attackers in sieges.
Like always, there also are a lot of Quality of Life improvements and fixes. Check the details below and see you in battle!
The screenshot’s and artwork authors have been awarded. Wintar, Vt, Jeff and Queen Dzena ibn Taxi – check your Ambers!
Changelog v.0.9.5.8 Beta
Game optimization:
We are happy to introduce the first part of the announced Beta Network Traffic Optimization! Improvements have been made on both – client and server sides. In addition to overall optimizations and improvements, we improved our DDOS protection system and also found some minor issues that have been fixed right away. Changes should be noticeable for everyone and most visible in situations where there are a lot of players in one area, like on occasions of siege events or the State of War.
That is not the end of the task, but it is a huge step forward and we will continue our work to provide you the best possible performance and game experience!
Siege engines:
As mentioned in the previous update, we are working on changing the spawn system of siege engines during the siege, and implementing more unique ways to counter various tactics and approaches of both – defenders and attackers. First iterations of those changes and improvements are introduced in this update, so please, keep in mind that there are more to come in the following weeks!
In this update, we are introducing a new siege engine for attackers. Warwolf – visible on the map, stationary siege trebuchet spawned on attackers' siege tent (only by tent owner) will be able to hit castle ballistas and walls to reduce ballista vs bows meta, opening a new way to counter stacked defensive siege engines while reducing the risk of being focused and quickly destroyed after entering the ballista range. This machine has limited ammunition and only one can be spawned per nation. It has great range and it will be hard to reach it with a ballista shot, but It is vulnerable to defenders raids on enemy siege camps, so place and use it carefully.
In light of recent events, we also confirm that some non-expected actions could be considered as bypassing the game rules and systems assumptions, because of design loopholes, so we are making some changes related to traitor and friendly fire mechanics too. From now on, hitting allied siege engines or horses with FF turned on will trigger a penalty on reputation and traitor debuff as it is done while hitting a player. You will also not be able to hit allies with siege engines, even with turned on Friendly fire or with Traitor status.
Siege engines are from now nation bound and there are some new rules to use them efficiently:
– Spawned siege engines have the same nation as the player who spawned them – Allied siege engines have a green HP bar, enemy and neutral
Source
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