Repeated intro
Hello Community! We would like to welcome you all to the New Year! Even though a new year is always a chance for something new, certain things never change — like the weekly updates for Gloria Victis! This time we are coming to you with a bunch of important changes to nearly all aspects of the game, with changes being introduced to visuals, level design, user interface, and combat!
What changed
0 fixes3 additions4 changes1 removal
- UI and audio
- Store
- Balance
- Maps
- Gameplay
addedHello Community! We would like to welcome you all to the New Year! Even though a new year is always a chance for something new, certain things never change — like the weekly updates for Gloria Victis! This time we are coming to you with a bunch of important changes to nearly all aspects of the game, with changes being introduced to visuals, level design, user interface, and combat!
addedOn top of these changes, we are introducing a brand new system of skins for horses! Be sure to check this one out and ride into battle with pride!
changedPenalty for dying in a fightWith the recent changes in the loot and non-loot zones, we have found out that without the fear of losing their gear, players are much more willing to fight for the territories, however, this has also the side effect of players paying less attention to the number of deaths their suffer, as there is no penalty to it. We hope that this change will bring more organization and discipline to the combat, while still not being as punishing as losing a part of armor due to looting. What is more, risking losing a portion of items' durability creates a risk vs reward type of gameplay, that brings more emotions to the fights, which is a much-needed addition to the loot-free fight in the non-loot zone.
changedPenalty for dying in a fightIn order to battle that issue, we have decided to introduce a small death penalty (Arena and VoD death will not be giving that penalty). From now on, a death in combat will make all pieces of equipped armor reduce their durability by 3%. What is more, this value is modified by Character Development, meaning that leveling your armor tree will reduce the death penalty.
addedPenalty for dying in a fightThis change is an important preparation for the incoming changes in gameplay, that will bring better rewards for roaming in the middle of the map (we've added two new events in the middle of the map this week and the next ones will be coming in the next updates), as well as better rewards for active players and guilds that earn high places in the rankings. In order to make place for these changes, we need a bigger "sink" of items and materials so that the new rewards will not flood the economy too much.
changedChanges to movement in combatIn order to make the combat more dynamic, we have adjusted the movement speed in combat, making backward movement faster than before and adjusting the forward and side movement to fit. This change should give more versatility to a player caught in a 1vX scenario, as the lone player will have a better chance of maneuvering between his opponents increasing the chances for survival or even a win!
Gloria Victis: Medieval MMORPG changes
addedHello Community! We would like to welcome you all to the New Year! Even though a new year is always a chance for something new, certain things never change — like the weekly updates for Gloria Victis! This time we are coming to you with a bunch of important changes to nearly all aspects of the game, with changes being introduced to visuals, level design, user interface, and combat!
addedOn top of these changes, we are introducing a brand new system of skins for horses! Be sure to check this one out and ride into battle with pride!
changedWith the recent changes in the loot and non-loot zones, we have found out that without the fear of losing their gear, players are much more willing to fight for the territories, however, this has also the side effect of players paying less attention to the number of deaths their suffer, as there is no penalty to it. We hope that this change will bring more organization and discipline to the combat, while still not being as punishing as losing a part of armor due to looting. What is more, risking losing a portion of items' durability creates a risk vs reward type of gameplay, that brings more emotions to the fights, which is a much-needed addition to the loot-free fight in the non-loot zone.
changedIn order to battle that issue, we have decided to introduce a small death penalty (Arena and VoD death will not be giving that penalty). From now on, a death in combat will make all pieces of equipped armor reduce their durability by 3%. What is more, this value is modified by Character Development, meaning that leveling your armor tree will reduce the death penalty.
addedThis change is an important preparation for the incoming changes in gameplay, that will bring better rewards for roaming in the middle of the map (we've added two new events in the middle of the map this week and the next ones will be coming in the next updates), as well as better rewards for active players and guilds that earn high places in the rankings. In order to make place for these changes, we need a bigger "sink" of items and materials so that the new rewards will not flood the economy too much.
On top of these changes, we are introducing a brand new system of skins for horses! Be sure to check this one out and ride into battle with pride!
So, without any further delay, let’s see what today’s update brings:
The screenshot’s authors were awarded. Siegbert the jolly, [TBP] Ayiina and GreenleafMentor – check your Ambers!
Changelog v.0.9.9.8.1 Beta
Penalty for dying in a fight
With the recent changes in the loot and non-loot zones, we have found out that without the fear of losing their gear, players are much more willing to fight for the territories, however, this has also the side effect of players paying less attention to the number of deaths their suffer, as there is no penalty to it. We hope that this change will bring more organization and discipline to the combat, while still not being as punishing as losing a part of armor due to looting. What is more, risking losing a portion of items' durability creates a risk vs reward type of gameplay, that brings more emotions to the fights, which is a much-needed addition to the loot-free fight in the non-loot zone.
In order to battle that issue, we have decided to introduce a small death penalty (Arena and VoD death will not be giving that penalty). From now on, a death in combat will make all pieces of equipped armor reduce their durability by 3%. What is more, this value is modified by Character Development, meaning that leveling your armor tree will reduce the death penalty.
This change is an important preparation for the incoming changes in gameplay, that will bring better rewards for roaming in the middle of the map (we've added two new events in the middle of the map this week and the next ones will be coming in the next updates), as well as better rewards for active players and guilds that earn high places in the rankings. In order to make place for these changes, we need a bigger "sink" of items and materials so that the new rewards will not flood the economy too much.
Changes to movement in combat
In order to make the combat more dynamic, we have adjusted the movement speed in combat, making backward movement faster than before and adjusting the forward and side movement to fit. This change should give more versatility to a player caught in a 1vX scenario, as the lone player will have a better chance of maneuvering between his opponents increasing the chances for survival or even a win!
Changes to horses in roaming combat
We have also looked at the usage of horses in combat. We have found out that horses are often used as an easy way of catching a solo player by a larger group of players. Getting hit by a mounted player would cause the enabling of combat mode, reducing the chances of escape to zero.
We found it to be a big problem for the solo/small group roamers and decided, that from now on getting hit by a mounted player will no longer put the player into