In this update2
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Full Gloria Victis: Medieval MMORPG update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Greetings, warriors, gatherers, and crafters!
What changed
- Maps
- Gameplay
- UI and audio
Gloria Victis: Medieval MMORPG changes
As we announced a few weeks ago, our designers were working on the rework of an important part of the Gloria Victis MMO economy – resource availability and gathering systems. Looking at the data from the last months, it became clear that there are too few good gathering spots on the map and it limited the possibilities for gatherers and crafters to collect the resources.
That is why, after talking with the Community about the ideas to improve those aspects of the game and receiving your approval and feedback, we are happy to introduce a lot of changes that will make the resources system more interesting, rewarding, and conjugated with territory control.
We made the open world and nation castles resource spots more important and useful by introducing location specializations and made the gathering more clear and less random by exchanging random resource spawners to bigger and more efficient nodes and a new type of resource deposits – veins.
The user interface, the balance of the gathering tools, and the gathering system itself have changed greatly, and we are hoping that those improvements will be warmly welcomed.
As always, we are also delivering some Quality of Life improvements and fixes, so check the details below and see you in the game!
The screenshot’s authors have been awarded. Random, Juanzet, Pяσ. AқaczoV and Gawi200 – check your Ambers!
Changelog v.0.9.7 Beta
Flag specializations and resources balance on map:
We analyzed the map data looking at the spots where most of the resources in the game come from. The gathering was focused directly on just a few spots on the map – the biggest mines and biggest farms, which of course was leading to making other locations and resources spawns less important and visited much less often.
Since it would be great to make resources something worth fighting for, to encourage more fights for locations and important economical deposits, we are introducing location specializations. Thanks to that the game is getting more content for gatherers and provides a more sense of conquest and a reason to defend all these lower-tier flags. The placement of specializations and resource deposits is mirrored between all three nations, with slight differences dictated by the unique flavor of each nation's economy and crafting differences.
From now on, you will be able to find detailed descriptions of the economical aspects of the locations by hovering the mouse over their flag on the world map. This window will explain what resources you can find in the location area, the specialization of the given flag, and even more useful information, like the number of guards or inhabitants, available workshops, and Bastion data (Known issue - the guards counter is not accurate yet, there may be some guards that are not counted properly, but the numbers of guards on every flag in-game are same for every nation and fair.)
The most important locations will specialize in providing specified resources. It means that they will have a lot more of the given resources than other flags. It will be better to collect firewood on a dedicated flag (but not impossible on other locations) that is specialized in low-tier wood logs, and coal or siderite on another. To better indicate the specializations, you will be able to find a new type of resource deposits in the game – veins.
Veins
Veins are huge rock-type resource nodes containing even one hundred times more resources than the regular nodes, will require more time to
Source
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