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Announcing - Gloria Victis, low fantasy MMORPG

Discussion in 'Works In Progress - Archive' started by Jog, Jun 4, 2012.

  1. Jog

    Jog

    Joined:
    Feb 9, 2012
    Posts:
    138
    Welcome!

    It was a busy month for us. Aside from the large amount of improvements and adjustments made to the graphics quality of Gloria Victis, we have eliminated many bugs and improved game stability. Especially important here are the optimisation efforts of our programmers. Firstly, we highly reduced FPS drops; secondly, we also reduced system requirements. The game now works well even on machines with integrated graphics! We still have a lot of work to do, but this is a big step on our way towards lifting the NDA!

    In our next update, planned for today, you will see new in-game terrains to capture – taking control over them will allow a nation to gather major resources. Soon, we are going to hold official large-scale PvP events, to which we invite all our players! For now we have some screens from yesterday's spontaneous Midlander attack on Mereley village. Though the invaders managed to enter the town, they were stopped and pushed back by the outnumbered Ismirs supported by the fort wardens. All the participants enjoyed the battle, and this gives us hope that the coming events will bring you even more fun!

    You can find changelogs here: http://forum.gloriavictisgame.com/showthread.php?tid=5483










    Also we have just launched our Team Speak 3 server. Gloria Victis players and everyone interested can now talk not only with each other, but also with the game developers. Feel invited!

    Of course we also need to mention the changes made to the test map. The city of Dunfen was rebuilt and its surroundings were expanded by adding farmlands and the seashore (increasing the area available to the players by about 50%). What does it mean? You can now travel from Dunfen to Mereley by sea, so prepare to assault your enemy from the ships! For more information, visit the "What we are working on?" thread on our forums.

    http://forum.gloriavictisgame.com/showthread.php?tid=5139
     
  2. GeneBox

    GeneBox

    Joined:
    Nov 15, 2012
    Posts:
    480
    Looking better and better! Will there be a public event? Like a public test?
     
  3. Jog

    Jog

    Joined:
    Feb 9, 2012
    Posts:
    138
    A bit later - as we need Unity 5 multithreaded Physx to hold massive ammount of people online ;) Still anyone who want to join our tests right now is able to do it by throwing 10$ at our website www.gloriavictisgame.com
     
  4. Patrick234

    Patrick234

    Joined:
    Jun 25, 2014
    Posts:
    88
    Looks nice. Would be good to keep the magic out of it. I mean, thats so over done. Would love melee style game like this.
     
  5. Jog

    Jog

    Joined:
    Feb 9, 2012
    Posts:
    138
    The past few months have been really busy for us. The hard work has resulted in finishing most of the basic/core systems. Thanks to that, we can focus more on improving the playability and development of the content included in the game. Only three weeks have passed since the last update and we are again ready to give you a significant number of new attractions and fixes.


    To begin with, we would like to tell everyone a few words about the crafting system, (which thanks to your comments is now slightly improved)
    The biggest changes can be observed in recipes, which were made from a scratch. In witch a greater focus on the balance of resources used, chances for success and required level of given craftsmanship, had to be observed.

    The next change is the number of recipes, which has grown to around 500. That includes only recipes for weapons, armors and basic material required to craft them. Pretty soon we will add some more recipes for herbalism, alchemy and cooking.
    Other changes will involve the crafts’ names and their division, thanks to that, recipes are now organized in a clearer, and more intuitive way.
    The last change in this system, (and for some of you probably the most important), is the implementation of “provisional items”, which you will receive in case of crafting failure. If you fail to craft your dreamy item you are not left empty-handed. You will have a pretty fair chance of getting the same item of a lower quality, and getting back some of the used materials or item remains, which you can reuse later.

    We have also worked on directional attacks. Thanks to the newest improvements, depending on the direction of an attack a weapon can give different effects, or cause different damage types. For example, an attack from above will cause more damage than other attacks, thrust can trigger a bleeding effect, attack from the left side can potentially interrupt enemy’s attack. All the mentioned above features will depend on a given weapon and it’s characteristics. This improvement will bring more tactics to the fight, and will highlight player’s skills. We also added two new systems the first one being buffs and debuffs and the other involves Ships, which can be used for sailing.
    This feature may not make it into this particular patch, we want it right for you, BUT, if we have any doubts as to thier functionallity, they will have to wait for more focus upon them, before we would consider implementation.




    Most players are probably familiar with buffs and debuffs systems, so it does not need any special introduction. We want to point out though, that it allows players a deeper interaction with the environment. For example, when your character stands near a campfire it will receive a small bonus to life and stamina regeneration. But when you stand too close to a fire you can burn yourself, when the exposure is long enough this can result in death. This system is a very powerful tool, which allows us to introduce many diversified elements of the gameplay. Things like surgical dressings to heal wounds, potions to enhance your character, poisons to apply to your weapon to make them more deadly, battle cries to affect both you allies and enemies and traps are only some of the possibilities offered by this system. Contrary to appearances, adding ships to the game content was a very complicated process. It required developing completely new solutions which would allow players to take control over objects and moving alongside them. These mechanics will allow you to board moving a ship, walk on its
    deck or grab the rudder to direct it on a desired course. In the near future an option to attack and destroy other ships will be added.

    The implemented solutions are universal enough to be successfully used also in other activities, among them are extracting raw materials, using workshops, steering wagons, riding horses and all actions that require a complicated interaction of characters and objects. Further development of this system and other systems connected to it in the future, will allow for erecting camps, building houses or fortifications and finally creating entire towns. When the solution needed for destroying ships will be fully developed, we will add also possibility to smash gates and other elements.



    In the first instance we will give our sailors new islands to explore and a possibility to fight for control over them. Thanks to the diversity of precious materials these areas are going to be extremely important for both of the factions, as well as for guilds.
    As you are going to fight for control over new territories we decided to give you some new weapons to use. We are at a phase of polishing models and animations for two-handed swords,( something often requested). We added also torches favoring playing during night time. They can be wielded in a left hand instead of a shield or in the right hand as a primary weapon.



    Significant extensions can also be witnessed in the system of equipment sounds. Weapons are now divided into 15 types, each of which has its specific set of sounds. Thanks to that, every type of an weapon makes a different sound, which is additionally modified by the type of material it hits. All that resulted in over 500 new sounds required to support the entire available inventory.

    In addition all of this, there is a long list of some smaller improvements, a list that turned out to be too long to publish without sending you to sleep. What is sure though is that the game will play much smoother offering you much more enjoyable experience. But what is much more we are getting closer and closer to the removal of NDA restrictions.


    www.gloriavictisgame.com
     
  6. okm1123

    okm1123

    Joined:
    Nov 19, 2011
    Posts:
    71
    Great visuals and a perfect combat system and theme for an MMO .

    Is it going to free at beta or full release ?

    Also are you going to add horses ?
     
  7. Jog

    Jog

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    Feb 9, 2012
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    138
    Its going to be free on late beta stage. Yes, we are going to add horses and horse fighting ;)
     
    Meltdown likes this.
  8. Jog

    Jog

    Joined:
    Feb 9, 2012
    Posts:
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    v.0.0.8f5 Pre-Alpha

    -Completely reworked Network Objects Instantiating System which was causing huge drops of game performance. It highly increased FPS stability.
    -Improved AI behavior
    -Balanced drops of mobs and chests
    -Rebalanced part of equipment to allow crafters smooth progress through crafts
    -Improved some recipes
    -Increased stamina attacks costs
    -Fixed crafting window refreshing after learning new recipe or leveling up
    -Added chat information while trying to learn already known recipe
    -Diversed damage and stamina costs of different weapons groups to create different play styles
    -Added new resources on map and optimized other ones (visual aspects and statistics)
    -Added new sets of player’s starting equipment, different for both nations

    v.0.0.8f7 Pre-Alpha
    -improved enemies AI
    -added a bonus chance for creating high quality item depending on crafting skill
    -added cave with coal.
    -completed pirates wharf.
    -modified quantity and type of looted items.
    -added lower quality armor to shops.
    -fixed incorrectly displayed icons in crafting window.
    -fixed a graphical bug related to displaying semi-transparent objects.
    -fixed a bug allowing multiple looting from single mob.
    -various systems have been improved
     
  9. chingwa

    chingwa

    Joined:
    Dec 4, 2009
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    3,789
    This is looking gorgeous!
     
  10. Jog

    Jog

    Joined:
    Feb 9, 2012
    Posts:
    138
    Changelogs and Steam keys!


    v.0.0.8f10 Pre-Alpha

    – Added Steam key allowing to add game to steam library for every user with Knight or higher status (you can find your Steam key in user panel)
    – fixed logging off bug causing server overload and lags
    – added big fix to character’s position synchronisation (please report if oppressive moving the character back will occur)
    – fixed bug preventing players to gather some of the resources
    – fixed bug blocking character after drawing one of the longswords
    – fixed bug causing controller’s desynchronisation after weapon changing and while punching
    – fixed bug in attacking animation just after weapon drawing
    – fixed stabbing animation for two-handed weapon
    – removed reflexes displayed on character while it is underwater
    – fixed blocking and moving animation glitches for longsword

    v.0.0.8f9 Pre-Alpha

    – fixed a bug causing disappearing of NPCs in towns
    – increased game stability on 32bit systems
    – added stabbing animations for one-handed weapons and longswords
    – added modifier adjusting damage given by bows in PvE/PvP
    – added time required to loot chests and containers
    – optimized and improved visual weather effects (rain, snow), added raindrop spatter effect
    – rebuilt swamp region
    – added Anti-Aliasing in game options
    – added 6 new longsword models
    – improved AI behavior
    – decreased time required to load the game after selecting the character
    – removed most of the terrain gaps
    – improved some mobs animations
    – added underwater effects

    At the moment we are working hard on developing equipment and crafting. We plan to continuously implement final versions of those systems to improve gameplay, and help players to create in-game economy. We started with complex designing of the amount of available weapons.
    The next task we are now working on is weather system optimization. We aim to increase it’s effectiveness, so it would be able to display higher quality atmospheric effects.
    We also do our best to improve GUI and AI, so NPC will be able to use shooting weapons. And we can – with pleasure – announce that npc dialogues are almost ready for implementation!


     
  11. Jog

    Jog

    Joined:
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    Dialogues implementation, expanding the PVP and more sandbox in the open world

    During the last months Gloria Victis development was focused mostly on polishing the core gameplay mechanisms and increasing the game’s performance to allow lifting the NDA off. Now, as the most of the fundamental systems have been implemented and polished, is the time to extend the gameplay and game’s content.


    The most important feature of the last update is implementation of dialogues system. This is a great progress in developing Gloria Victis content – it will allow not only to introduce a player into the game world, co-created with screenwriters of one of the best cRPGs. It also allowed the developers to start creating quests, so implementing them can be expected soon.

    It is also worth to mention about both equipment and combat mechanics rebalancing, choosing the starting armor during character creation process and recent upgrade of crafting system, giving the players more than 500 available recipes – but it is only a tip of the iceberg when compared to upcoming updates. One of them will be implementing of new effects affecting the player’s character and alchemical recipes.

    Also the territory control system will be expanded – soon players by capturing strategic location will gain bonuses for their whole nation, buy fortifications or hire the guards who will defend those places. In future those mercenaries and NPC enemies will also be able to use ranged weapon, just as the city guards do it now. Game world will be modified too – models of mountains will be replaced with open terrains so players will be able to achieve the highest peaks. It will not only improve Gloria Victis performance and visuals but also make the world much more open and will allow to develop the game in the sandbox direction.

    But that’s not all – in upcoming weeks there will be a Pre-Alpha invitation contest. Everyone who wants to win a key should keep an eye on Gloria Victis Facebook page and official forums.

    v.0.1.0 Pre-Alpha

    – Implemented dialogues system!
    – Added bow shooting city wardens (first stage of shooting mobs and NPC implementation)
    – Added displaying of contained recipes to scrolls descriptions
    – Added buffs and debuffs descriptions
    – Increased smoothness of character animations transitions
    – Improved stagger effect after succesful block with shield or weapon
    – Improved Party system mechanisms
    – Fixed buf of calculating of chance for creating by-product in case of crafting fail which caused choosing always the same by-product
    – Fixed bug causing disappearing of buckets during gathering water from wells
    – Fixed bug causing that mobs were never stopping chasing the player
    – Various minor fixes

    But this update is only the tip of the iceberg when compared to what you an expect in nearest days – we just started working on quests implementation! In the same time we are also expanding the territory control system so soon not the one player will be rewarded for capturing a flag but his whole nation! Moreover you will be able to hire additional NPC guards who will defend certain outpost and the basis of fortification!
    Have fun!


    v.0.1.0f3 Pre-Alpha
    - Changed method of taking materials during crafting items and gathering raw materials. They won’t be lost in case of intentional or unintentional interruption of the process anymore.
    - Fixed dialogue flow and added few missing lines.
    Improved translation in a few languages.
    - Added durability info in the items tooltip. In next few updates will be added system damaging items and repairing them in NPCs.
    - Added improvements related to the desynchronization of the controller.
    - Improved mob’s and resource’s spawners. // Please report, if you still have problems with the gathering of raw materials and the appearance of "ghosts".

    v.0.1.0f4 Pre-Alpha
    – Implemented benefits of using crafting workshops – increased chance for creating an item the and amount of gained experience (initial version including bugs, should be working fine within next update)
    – Implemented renewed knives and one-handed swords with different qualities
    – Modified weapon vendors assortment (new knives and one-handed swords)
    – Improved dialogues construction – made navigation easier and fixed minor issues
    – Implemented tips in loading screen
    – Fixed bug causing bugging characters and deposits – in chests and equipment of people who suffered those issues there will appear items named “Sell me” – just sell them to a NPC vendor
    – Temporary disabled staying the character on server for certain time after the game’s crash – please report if the ghosts still appear
     
  12. Jog

    Jog

    Joined:
    Feb 9, 2012
    Posts:
    138
    v.0.1.1 Pre-Alpha

    Gameplay

    – Implemented item destroying and reparation system (item destruction doesn’t affect it’s statistics yet) – temporary destroying process is pretty in order to test reparation mechanics
    – Redesigned the test map – replaced mountains models with manually drawed terrain, adding the miles of new locations and rebuilding the old ones
    – Redesigned resources placement and implementing the new ones, required for advanced recipes
    – Updated the world map
    – Added new music played while fighting with bosses, conquering territories and visiting various locations
    – Rescaled mobs, adjusting their levels to the new test map, balanced their statistics and redesigned their spawnpoints placement
    – Improved mobs AI – they won’t attack a player whose level is much lower than theirs
    – Modified animals drop – instead of specific items player will gather their corpses which he has to skin and butcher
    – Implementing recipes for butchering the animals, meat roasting and brewing (available in shops with crafting materials)
    – Fixed bug allowing mob to deal double damage after player’s block

    Fixes

    – Reduced RAM usage
    – Fixed stagger and damage receiving animations for player’s character and humanoid mobs
    – Fixed sliding the character down from steep slopes
    – Implemented various fixes for characters desynchronisation in reported cases
    – Improved game’s smoothness (FPS drops reduced)
    – Impelemnted alot of missing translations
    – Fixed bug causing not refreshing the recipe screen when the previous one was chosen
    – Implemented turning the NPC front to the player after a dialogue start
    – Improved trade system – if there is only one item in certain stack it will be moved to the trade window/sold to the vendor at one without displaying quantity window; added buttons for choosing the minimum and maximum quantity
    – Added option to invert Y-axis attacks controls

    Work in progress
    – We work on solution which will eliminate the crash issue on computers with 32bit OS and/or little amount of RAM
    – Our FX Designer is working on new, more effective and attractive weather system








    Test screens from our new weather/clouds system:



     
  13. Jog

    Jog

    Joined:
    Feb 9, 2012
    Posts:
    138
    Welcome!

    Though we have a big update for you, filled with new features, we wanted to start with a thing the most important for us in these Christmas days – thanks to all of you who put your trust in ourselves.

    You gave us the chance to continuously create the project of our dreams. You are our everyday Santa Clauses and support the Gloria Victis developing in any possible way. We want to thank you very much and wish you Merry Christmas with greatest hope that upcoming days you will spend in peaceful, family atmosphere!

    In upcoming update that we prepared for you for the Christmas you will have opportunity to meet Santa Clause and listen about his unusual adventures. Though we won’t be able to publish actualization today – everything has to be all work out – tomorrow morning (CEST) it should be ready.

    Here is the Christmas update changelog:



    v.0.1.2 Pre-Alpha

    Gameplay

    – Santa came to the Stoneholm Island!
    – Implemented new gathering system allowing the player to harvest resources using various items as tools, however gathered amount and gathering time depends on what tool was uesd – eg. wood can be chopped with a sword or knife but woodcutter’s axe will be the most effective
    – Implemented additional resources informations, telling about currently used tool effectiveness and gathering time
    – Implemented first versions of dedicated animations for resources gathering
    – Added new gathering tools (available at crafting materials vendor’s assortment) – sickle and pickaxe
    – Increased chance for creating handle and long handle, required to craft the easiest weapons
    – Implemented iron and steel scraps remelting (available on iron ore melting and soft steel ignot scrolls) and allowed to create small lump of iron from iron scraps
    – Balanced chances and required levels for fleshing various animals skins
    – Increased bows damage dealt to mobs for test purposes – please give us feedback if this change is enough
    – Added new locations

    Fixes

    – First stage of the complex optimization – reworked the world loading screen, increasing game’s smoothness and reducing RAM usage
    – Reworked peasant’s clothes set
    – Reworked some of terrain textures, increasing their resolution
    – Fixed bug in crafting chance calculation causing in some that chances were tending to be 0





    We are finally coming closer to lifting the NDA off! Due to that in nearest future we will focus on polishing all the core gameplay mechanisms. Here is the list of the newest fixes:


    v.0.1.2f5 Changelog
    – Increased server’s stability
    – Added function which should automatically repair controller after desynchronisation, without relogging – please confirm if this mechanisms does work properly
    – Improved displaying of nicks colors on chat
    – Improved displaying of nicks colors of party members
    – Improved displaying of other players health level
    – Improved displaying of resources harvesting when the character is in non-combat mode and no weapon is equipped
    – Improved functioning of statistics window – diplaying of progress points, stamina value and regeneration, also improved working of points distrubution buttons
    – Fixed bugs in grains harvesting
    – Fixed bug causing skillbar locking after closing the shop window
    – Fixed bug preventing player from harvesting some of resources, eg. water from a well or limonite
    – Many minor fixes in various systems


    Reminder: new launcher version is being tested – everyone who has access to the newest game’s version, please check it. Link to a proper thread:
    http://forum.gloriavictisgame.com/showthread.php?tid=6437
     
  14. Jog

    Jog

    Joined:
    Feb 9, 2012
    Posts:
    138
    Welcome!

    Due to our intensive preparations for lifting NDA off we have a massive update for you – we have implemented a new weather system and the first part of planned changes in crafting system, we have also performed many important improvements and an optimization process. Moreover, within few days we’re going to launch US server! All of your characters will work on both servers. Unfortunately before lifting the NDA off we will be forced to wipe items – however all of characters with their levels and professions levels will be untouched.


    There is the full changelog:


    v.0.1.3 Pre-Alpha


    Gameplay


    – Implemented server selection window due to preparations for US server implementation

    – Implemented different quality versions of one-handed swords, longswords and one-handed axes (7 per every item)

    – Implemented recipes for part of longswords (4 per nation)

    – Updated and balanced one-handed axes recipes (4 per nation)

    – Balanced longswords and one-handed axes statistics

    – Balanced weapons prices

    – Redesigned weapon shops assortments

    – Redesigned weapons distribution in mobs drop and chests taking into account the quality versions

    – Redesigned drop of recipes for metallurgy and smithing materials

    – Added displaying of stamina usage modifier in characters statistics

    – Added information of inability to gather item from container if it’s empty

    – Added new pieces of music

    – Santa has managed to collect enough money for new reindeers and came back home – one behalf of him we thank you for your help!


    Fixes


    – Improved mechanism of controller auto-syncing when desynchronization occurs

    – Fixed profession leveling above 60 level and after gaining 300 levels in total, also fixed the issue with closing crafter window after gaining new level

    – Implemented camera moving without rotating the character when player is gathering resources

    – Synchronized sounds of gathering resources with animations

    – Fixed bosses spawning and extended the time to their disappearance if they won’t be killed by players


    Graphics


    – Implemented new weather system

    – Increased players view range – depending of displaying object 50 to 300%!

    – Implemented smooth terrain disappearing in far distances

    – Redesigned day and night cycle system

    – Improved clouds and fog visuals

    – Improved visuals and colors of lights and sky

    – Implemented field of view regulation in options


    Performance


    – Optimized weather system work

    – Optimized morning and evening shadows displaying



     
  15. impheris

    impheris

    Joined:
    Dec 30, 2009
    Posts:
    1,622
    Hi... nice work
    maybe a stupid question but..
    ehmmm this is unity free or pro?
     
  16. Jog

    Jog

    Joined:
    Feb 9, 2012
    Posts:
    138
    It is unity pro ;)
     
  17. Meltdown

    Meltdown

    Joined:
    Oct 13, 2010
    Posts:
    5,816
    No idea how I missed this before! I am a big Mortal Online/EVE/Darkfall fan, so nice to see something going against the grain of the modern day MMO.

    Just purchased the Knight starter pack, looking forward to playing the alpha :)

    What networking middleware are you guys using?
     
  18. richardh

    richardh

    Joined:
    Mar 7, 2012
    Posts:
    226
    Christ on a bike! this looks fantastic.
     
    siblingrivalry likes this.
  19. siblingrivalry

    siblingrivalry

    Joined:
    Nov 25, 2014
    Posts:
    384
    just saw this today. blown away, it is beautiful.
     
  20. Jog

    Jog

    Joined:
    Feb 9, 2012
    Posts:
    138
    Thanks! We are using Ulink.


    By the way:

    New patch is up! In addition we would like to announce that in the next patch planned for Friday, we are going to greatly increase current map size. Also, we are going to add two new flags, as well as make many smaller changes. If those will be well received by you, we are going to officially remove the NDA.




    Changelog of current patch:


    Gameplay:


    – Redesigned most of the light armors (chest) and their recipes, implementing different quality versions

    – Rebalanced statistics of light armors (chest)

    – Redesigned distribution of light armors (chest) and their recipes in mobs’ drops and shops

    – Rebalanced prices of weapons and light armors (chest)

    – Decreased HP regeneration bonus after consuming food

    - Decreased damage from bleeding effect

    – Added speeches based on current situation for beggars, peasants and sailors

    – Prevented players from speaking and trading with NPCs from enemy nation

    – Implemented attacking the enemy nation by all townspeople, not only guards

    – Added new bleeding system (much more efficient and effective)

    – HP regeneration is now paused for three seconds after being hit.

    – Stamina now regenerates during blocking (half of basic value)

    – Stamina usage during blocking with a shield is now 10% less than it was before.

    – Introduced new recipes, allowing combining thinner tanned leather into thicker ones


    Fixes:


    – Fixed few logical issues in crafting processes (including an issue preventing crafters from creating some of the leather types)

    – Fixed a weather system’s bug, causing long-term rains

    – Fixed a rare crash during terrain loading


    Performance:


    – Fixed a lot bugs related to server’s performance

    – Optimized few systems to reduce client-side CPU usage

    – Increased speed of world loading system



     
  21. Velo222

    Velo222

    Joined:
    Apr 29, 2012
    Posts:
    1,437
    Amazing graphics Jog, very nice. Congrats on making it on Steam (I know I'm a bit late lol)! I too am making a "medieval-ish" type game, but it's an RTS. My dream is to one day be on Steam as well :) Well, good luck with this game, as it looks like you guys have been working for years on this. I admire your passion and perseverance.
     
  22. gamegratisan

    gamegratisan

    Joined:
    Dec 1, 2014
    Posts:
    4
    Looks Great! Waiting for download link and test it :)
     
  23. Jog

    Jog

    Joined:
    Feb 9, 2012
    Posts:
    138



    Hi all!

    As you probably know from Facebook or your mailbox NDA is officially lifted off!
    What does that info give to you? Well, now you can feel free to public videos, screenshots and reviews of the game, stream your adventures or do whatever you want to let people know about GV. We expect that larger audience will allow us to correct occurring errors faster and better to give you more fun from playing our game!
    Thanks to all of you for your support, reporting problems and doubts but also giving ideas. Please, keep in mind that's still pre-alpha version so you will find some bugs and meet other problems. If something is happening please let us know - we try to improve everything up to date.

    Best regards,
    Gloria Victis team
     
  24. k0mbain

    k0mbain

    Joined:
    Nov 1, 2012
    Posts:
    22
    Greetings!
    Today we come with fresh pack of screenshots from Gloria Victis transfer to Unity 5, hope you enjoy it! We are closer to finish it each day ;)

    By the way, did you know that Gloria Victis Game is available in 8 different languages (Polish, English, German, French, Russian, Greek, Italian and Bulgarian)? We are gonna add next 5 until the end this month. All because of our great community, thank you!

    See you in battle!



     
  25. Jog

    Jog

    Joined:
    Feb 9, 2012
    Posts:
    138
    Greetings! Few more screenshots from the transition to Unity 5 – hope you will like them! We are almost done with switching so don’t miss the upgraded version in upcoming weeks!


     
  26. Jog

    Jog

    Joined:
    Feb 9, 2012
    Posts:
    138
    Greetings!

    We are glad to inform you that we are in the home stretch with transferring Gloria Victis to Unity 5! The engine upgrade allowed us to highly increase game performance, so even more of our players will be able to enjoy the smooth running game. Test results are awesome – FPS increase reaches even up to 50%!
    At the same time moving to Unity 5 allowed us to significantly improve visuals! Many of them, like high quality textures or advanced lightning effects, have already been implemented, but even more will come in the future!

    What’s new? Territory control system will be expanded in the next update. To take over the most important strategic points players will have to cooperate and show their brilliant combat skills. It will highly increase the role of team play. As an example we can bring the headquarters of Brotherhood of Lord’s Wrath, a faction of swordsmen recruiting both from Midlanders and Ismirs, for ages training in order to fight their common enemies – Azebs. To gain their respect and access to their keep, players will need to coordinate actions of a few teams, so they will be able to complete a series of smaller objectives in a specified time. Of course dealing with such a challenge will bring an appropriate reward, so this land will soon become an arena for thrilling PvP battles.

    As a response to many requests from our players we will implement an optional FPS camera soon! Playing in this mode will allow for deeper immersion into the atmosphere of Medieval world and greater excitement during exploration and combat!




    Big changes will also come to crafting system – it’s window will be fully reworked and expanded by additional options, like e.g. recipes sorting. In the near future, party and equipment windows will also be improved, so there are things to wait for!

    See you in battle!
     
  27. Jog

    Jog

    Joined:
    Feb 9, 2012
    Posts:
    138
    Greetings!

    After just two weeks from the previous update we have really would like to share with you really great news! We are glad to announce that work has been completed and Gloria Victis is fully transferred to Unity 5!


    However it is the first version of our game on a new engine containing various bugs and problems, it offers much improved graphics, solutions for a lot of performance issues known from previous versions, daily events with valuable rewards, reworked crafting window and prototype form of a first person camera.
    Please consider it as a test version please and report on all issues you will encounter in here:
    http://forum.gloriavictisgame.com/showthread.php?tid=7318

    Secondarily: if you want to meet our team, visit Digital Dragons – the meeting of game developers and investors organized in Cracow, Poland on this Thursday and Friday (21-22 May)
    http://digitaldragons.pl/en/

    Thanks for your continuous support and see you in battle!

    Exact changelog v.0.2:

    Map:

    – Added new island (work in progress version) with new type of flags and precious rewards
    – Implemented SpeedTree 5, the most advanced trees system, and replaced old trees with the new ones
    – Vertically rescaled the map so high mountains will be possible to implement (currently implemented mountains have been made higher too)
    – Refreshed all of the game’s locations
    – Added minor sublocations and details to existing locations, like caves or hidden passages

    Engine/graphics:

    – Upgraded game’s engine version to Unity 5
    – Reworked and modified displaying of graphics by engine
    – Reworked graphics options
    – Refreshed all textures in game, some of them have 2 or even 4 times higher resolution now and a lot of new effects
    – Implemented Global Illumination effect
    – Added reflexes on characters
    – Used more advanced version of Depth of Field effect
    – Used more efficient version of SSAO effect
    – Improved the lightning in game
    – Reworked weather system and it’s shaders
    – Reworked water shaders
    – Reworked hair shaders

    Gameplay:

    – Extended the Daily Events
    – Added optional first person camera
    – Implemented new type of flags, requiring players to teamplay and coordinate actions of few teams at the same time
    – Reworked NPCs navigation paths
    – Implemented new one-handed swords and longswords recipes and distributed them in shops and enemies drops
    – Added new version of crafting window, containing new functionalities
    – Reduced costs of weapons attacks and balanced them on different weapon types
    – Balanced drop chances for items from random boxes
    – Balanced bosses drops (Ragi, Brandon)
    – Fixed bug preventing player from blocking when character’s stamina went to 0 and wasn’t refreshed on GUI
    Reply Add Multi-Quote Quote Edit
     
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  28. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29
    Greetings!

    With this massive update our players receive many improvements to combat system, improving its dynamics and an immersion in a battle, as well as various fixes to the game's optimization! We have also prepared for our Supporters a poll about the way durability should affect the items statistics, as we always gather feedback from the players when important changes are going to be made in gameplay.



    Changelog v.0.2.1.0 Pre-Alpha

    Gameplay:

    – Implemented memorials for the most deserved players and guilds (new ones will be being added continuously)
    – Implemented swimming fatigue system preventing from running to water in PVP – heavier the armour, faster the character will drain all its stamina and get drowned (we recomment to wear light armor before swimming)
    – Implemneted random bosses spawn (Ragi, Brandon)
    – Restricted drowned maids respawn to night time only
    – Increased character’s base damage in both melee and ranged combat
    – Reduced HP regeneration
    – Added value of item’s initial durability to it’s tooltip
    – Added Daily Events progress window
    – Added “search” function in crafting window
    – Added displaying of default recipe in crafting window (or a short tutorial if character doesn’t know any recipe)
    – Reworked the dungeon, improving textures, geometry and loading time
    – Reduced minimal statistics modifier depending on item’s destruction from 30% to 70% of original values
    – Increased amount of items damages repaired from 50% to 75%

    Fixes:

    – Fixed bug preventing players from blocking arrows with shields
    – Fixed bug causing that wounded character’s stagger wasn’t refreshed when next hit’s were received
    – Increased sensitiveness of characters positions sycnhronization – please report if you will encounter strong “rubberbanding”
    – Fixed bug of invisible mouse cursor to go outside of the screen (for multi-screens users) when in combat mode, causing varios problems (eg. looting enemies)
    – Reduced spikes when going over the terrain segments borders
    – Fixed bugs related to alternative materials in crafting recipes
    – Fixed bug causing that after choosing an alternative material its tooltip didn’t disappear
    – Fixed bug allowing to change character’s armour when running/swimming
    – Reworked help window (F1)
    – Various minor fixes to GUI windows visuals (Daily Events, crafting, memorials)

    Link to a poll about durability system:
    http://forum.gloriavictisgame.com/showthread.php?tid=7419
     
  29. chingwa

    chingwa

    Joined:
    Dec 4, 2009
    Posts:
    3,789
    BEAR!!!
     
  30. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29
    Greetings!

    In the latest update we have introduced the first sieges elements – destructible gates and boiling oil to pour down from the castle walls!



    We will greatly extend this system soon by adding various types of gates and objects to throw down the walls of outposts, keeps and castles, like rocks or wooden logs – all to buy or craft by the players and guilds! Thanks to this players will be able to make their hideouts easier to defend and more valuable to those who would like to capture it, so the Gloria Victis PVP will reach a new, awesome level!

    Next great news – we have launched a new version of our website shop! In its assortment you can find players and guilds memorials or a chance to design your own content which would be implemented in game, like NPCs or locations – and more surprises are coming soon!



    At the end, few words about the current development stage. In the nearest updates we will implement in-game tutorials, achievements and much more! We are also improving the characters positions synchronizing, reworking the inventory system and working on a massive world expansion! New lands will contain a new great city to capture and fortify by players, as well as a hideout for renegades! They will be able to live on their own – raid, plunder and unite as a player-ruled nation!

    Changelog v.0.2.2



    Gameplay:

    – Implemented gates which can be opened only by the players from a nation controlling certain location – players from enemy nation have to destroy it first
    – Implemented pots with boiling oil set on the walls of towns and outposts
    – Implemented knife damage modifier based on character’s dexterity
    – Modified items durability and repair mechanics, basing on the results of a Community poll; implemented a solution proposed by many of our players – durability threshold, after which items statistics are decreasing to the preset minimal value; for testing purposes we applied 50% durability threshold and statistics decrease down to 50% of initial value when durability is 0
    – Reworked the party system
    – Placed 25 new NPC enemies on the map
    – Added new game languages – Portugal, Brazilian, Swedish, French, Hebrew
    – Added four new pieces of music - exemplary one:



    Fixes:

    – Implemented a new launcher version, allowing to download the game files from a mirror located in North America
    – Fixed bug related to displaying the alternative materials in crafting window
    – Fixed bug from the latest version, causing FPS drops in towns at night
     
  31. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29
    Hello!

    Two massive updates in a row, containing a PVP arena, achievements, attacks power bar, attack queuing and tutorials, as well as many improvements, including better characters positions syncing and increased servers performance.



    Changelog v.0.2.3


    Gameplay:

    – Implemented the first tutorials explaining the basic game functions, as movement, interface, crafting and combat
    – Implemented attacks power bar
    – Implemented attacks queuing – to initiate the next attack faster, click LMB again when the end of a current attack
    – Slightly reduced the delay between attacks
    – Doubled the accuracy of characters position syncing
    – Added a many new achievements, grouped in categories related to the various game aspects
    – Implemented saving of the achievement progress in a database
    – Implemented rewards for activity as a tab in the achievements window – it allows to take a reward and check which was has been taken yet, when the next one will appear, how much time is left to take a reward and what reward will be available in future; you can still take a reward by clicking the envelope icon
    – Increased the accuracy of pots with boiling oil
    – Added a south-western flag on a minimap
    – Added particle effects when moving in the water
    – Added possibility to hide the GUI by pressing F6

    Party:

    – Added new friends window (accessible as a tab in party window) allowing to quickly invite friends to the party or send them a message
    – Added possibility to invite players from different nation to the party
    – Added option to select who can invite new players to the party (by default only the leader)
    – Fixed party members status when they are close, added indication when they are too far away
    – You can join a party by asking any of its members (respecting leader's settings)

    Fixes, performance:

    – Improved visuals of hair and beards in shadow
    – Fixed bug causing that NPCs were stopping moving through their waypoints
    – Improved server’s performance
    – Fixed bug preventing from taking over the flag on a south-western island
    – Fixed minor glitches related to the models in Dunfen (holes in walls, stairs)
    – Fixed bug allowing to speak with vendors in flag locations, when a flag isn’t controlled by a player’s nation
    – Fixed bug causing that some of the settings in game options hasn’t being saved



    Changelog v.0.2.4

    – Implemented PVP arena mode
    – Rebalanced attacks power bar loading time for different weapon types
    – Increased damage range for attacks power bar – now damage is varied from 100% to 150% of base damage
    – Various improvements to the attacks power bar
    – Improved display and counting of achievements after relogging
    – Fixed bug causing that player couldn’t receive a achievement reward
    – Fixed armour based damage modifier in PVP
    – Set rarer bosses respawn time
    – Fixed bug causing that box with random items didn’t disappear after using them
    – Fixed problems with achievements occuring on the new characters
    – Looting the players works excellent
    – Fixed diplaying players’ markers on minimap
    – Fixed pots with boiling oil in Original Faith Order

     
  32. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29


    Greetings!

    In the nearest update, which is aimed to hit the server next few days, we will double the world size! Thereby, apart from 80 new NPC enemies reaching up to level 70, players will receive new locations to capture and upgrade. In new map there will be two new towns, one of which is built by two sides of a waterfall. There will be also few villages and resources extraction spots to be expanded. Among them, there will be a massive mountain castle, settled by a wealthy family which for ages has been known as solid mercenaries for ages.

    Castle’s and family’s names, as well as their history and major NPCs, will be designed by one of our Supporters – the first owner of just introduced “Duke of March” bundle! This leads us to new packages available on our store. They contain various awesome rewards, such as possibility to name, or even design, NPCs and locations! In nearest future we will also add an exclusive thank-you gift for our dedicated Supporters – digital Gloria Victis artbook!

    At the moment we are working on building structures from scratch and destroying them! Combined with siege machines, such as rams or trebuchets, it will greatly improve the PVP sieges!

    Stay tuned!

     
  33. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29


    Greetings!

    Finally we can invite you to explore twice bigger game world! Besides of new locations which can be captured and upgraded, the update also brings a lot of new enemies and game mechanics improvements. We introduce a few new features as well to make Gloria Victis world more alive. We want to thank from the bottoms of our hearts all of you who participated in long tests of following versions!

    Meanwhile we are almost done with implementing an ability to build walls and the other structures from scratch. We are also finally implementing a new version of equipment system – soon we will start intensive tests to bring those changes to you as soon as possible!

    Changelog v.0.4 Pre-Alpha

    Map:

    – Implemented twice bigger available game world
    – Added 3 new settlements, functioning as start base for raids of more experienced players
    – Wooden northern fort has been replaced with a mountain keep Audunstede, which soon will receive the history and NPCs designed by one of the players
    – Prepared terrain for new city, the first one to be built completely from scratch by the players
    – Added gneiss – new resource which soon will be used to build walls and the other structures

    Gameplay:

    – An option to respawn at Keep of the Original Faith Order has been replaced with a possibility to respawn at the closest flag controlled by a player’s nation
    – Implemented new map and minimap
    – Implemented NPC workers, such as miners, farmers and woodcutters who are gathering the resources
    – Implemented additional NPCs’ animations such as sitting down, chopping wood, picking and mowing
    – Added about 100 new NPCs and NPC enemies
    – Added new shops, located in new conquerable locations

    Balance:

    – Implemented 3 seconds long block of stamina regeneration after attacking, refreshing when holding an attack
    – Adjusted stamina drain when blocking
    – Implemented stamina drain when holding an attack
    – Balanced damage done by different weapon types
    – Balanced the prices of weapons and their recipes
    – Reworked the weapons’ recipes to improve a crafting’s learning curve
    – Balanced NPC enemies’ drops

    Fixes:

    – Disabled collecting of some logs (it caused server lags occurring last days)
    – Reduced GPU VRAM usage to 50% – please confirm if the game performance is significantly better on older cards
    – Restored weather randomizing and fixed game time syncing
    – Next fixes to achievements and abilities systems – on this occasion they has been wiped
    – Fixed minor graphic bugs
    – Minor fixes to various systems


     
    GameTechnix likes this.
  34. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29
    Welcome!

    While we are working hard on expanding the building system, so you will be able to raise the whole structures from scratch and finishing the new inventory system implementation, we have a game update for you! Despite various fixes, it also introduces displaying the regions names while explorating the world.

    Reminder – every Donator with an active game account can join the internal testers group to help tracking issues in the pre-update versions! It will be crucial next few days when we will start testing the new inventory system. Anyone who wills to help, please contact me via private message.

    Changelog v.0.4.1 Pre-Alpha

    – Implemented displaying the world’s regions names at the minimap

    – Massive AI optimization - preparation for further works on upgrading

    – Stamina regeneration stagger shortened to 1 sec

    – Added a proper error communicate when trying to log in on non-registered account

    – Fixed bug causing displaying the wrong character’s name on chat after relog

    Changelog v.0.4.2 Pre-Alpha

    – Implemented regions browser in the main map

    – Fixed bug causing that in certain situations minimap hasn’t been properly displayed

    – Fixed the names of some regions

    – Fixed the players from a party displaying on map and minimap

    – Fixed bug causing that a communicate about alive flag guards has been displayed, what prevented the players from taking over a flag

    – Slightly increased axes damage

    – mobs statistics rebalance - weaking the low level ones, reducing damage of mobs that perform multiple attacks at once

    – adjusted heavy armours (chest) reductions

    – increase the amount of experience granted for slaying higher level NPC enemies
     
  35. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29


    Greetings!

    We have almost finished the massive overhaul that we were working hard on for the last few weeks! It will introduce numerous improvements, such as entirely reworked inventory and guilds systems, a much more user-friendly interface of the NPCs’ shops, a hand-drawn world map or a possibility to hide the icons near the hotbar.

    Let’s start with the inventory system. All of the core functions have been implemented so far, so the most critical issues will finally be fixed. Moreover, it will allow to manage the inventory easier thanks to the implementation of stacks splitting and a possibility to expand the inventory space by using additional backpacks of different sizes. In the next days we will be applying this feature to the personal deposit chests as well, as well as upgrading the PVP looting interface – this way we will fix the issues occurring in this system.

    New version of the guilds system is almost ready as well. We have been focused on polishing the most important functions of this system, so creating the guilds and managing them will be flawless. In the next steps we will implement announcements function, as well as forging alliances and declaring wars, so the player-driven politics will begin to be developed.

    NPC shops’ interface has also be revamped. To make it more user-friendly we have revamped its layout a bit, adding the assortment filters and a short-term buy-back option, as well as numerous minor improvements, increasing the system’s intuitiveness – let’s just mention an ability to sell the entire stack of items at once. Reworked shops’ interface will come to the game with the new version of the inventory system.

    All of those awesome changes will be implemented within few weeks. Everyone who has the access to Gloria Victis can join the internal tests to take a look at them or to try the building system’s massive expansion, which will come to the game soon as well.

    And the last but not least – development of our crafting system led us to the point when the current mechanics became too restrictive for us. After long discussions we have decided to revamp it, although “revolution” would probably be a better word. Star Wars Galaxies’ fans will be pleased. :)



     
  36. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29


    Greetings!

    A massive update, greatly improving the combat experience and the meaning of PVP, has been applied! First of all, it introduces the fortifications building and upgrading – players can raise the walls, towers and gates in the towns and castles controlled by their nation from scratch. Players can also upgrade those objects, significantly increasing their defensive properties – a simple palisade around the holding will stop an enemy for a while, but a stone tower with double reinforced gates and pots of boiling oil will do its job much better.

    Moreover, it’s up to the players how to develop the fortifications, as their components are being upgraded separately. In future this system will be expanded with an ability to build and develop the objects inside the fortifications, such as player-owned houses, additional spawn points and siege machines, as well as with the additional customization options!

    On the other hand, we have implemented two important combat-related features, requested by our players – breaking an enemy’s attack with a kick and feints! Therefore the combat dynamics have been greatly increased; those changes made the battles even more tactical and skill-based as well. Moreover, NPC enemies can kick to break the player’s block too, so PVE is much less predictable and repetitive now! In nearest future we will be continuously working on the further combat and AI improvements, so the player experience will be getting better and better.

    At the moment we are doing the last polishes before releasing the another massive update – a total overhaul of the inventory and guilds systems. Within the next few days we will start the final tests of those systems; meanwhile we have started working on the survival aspects! When the basics are done, we will be able to implement hunger, alchemy, toxicity and dynamic weather’s influence on the characters – it will greatly increase the immersion, which is crucial in Gloria Victis. This feature is expected to come within the next few weeks!


    Changelog v.0.4.5 Pre-Alpha

    Locations upgrading:


    – Implemented the fortifications upgrading – walls, towers and gates can now be raised from scratch; in near future a possibility to raise the objects inside the fortifications, such as houses and crafting workbenches
    – Implemented numerous levels of walls, towers and gates upgrades; in future, when the locations will be controlled by guilds, upgrades levels will be expanded with additional customization options
    – Added a possibility to purchase the location upgrade points for in-game currency in the locations upgrade menu

    Combat system:

    – Implemented kicking, which interrupts the enemy’s block
    – Implemented feints – cancelling your own attacks with a block or kick
    – Implemented a limitation of damage dealing – now only the first struck enemy receives it
    – Reduced a value of bows and daggers damage modifier based on the character’s dexterity
    – Reduced damage dealt by knives
    – Increased damage dealt by blunts

    AI:

    – Implemented blocking the player’s attacks by the NPC enemies
    – Implemented interrupting the player’s block with a kick by the NPC enemies

    Others:

    – Added a hand-drawn map world
    – Increased the amount of gathered wood and slightly increased its respawn time
    – Added characters displaying distance setting in game options
    – Updated the game translations in all of the supported languages
    – Minor fixes in various systems
     
  37. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29


    Greetings!

    Another update improving the combat mechanics and NPC enemies AI just hit the servers! Important changes have been done in blocking the arrows by NPC enemies – not only various issues related to it have been fixed, but also a precise shield hit detection have been implemented, so it’s possible now to hurt a blocking enemy with a well-aimed shoot in a knee. However, we encourage you try our new feature – headshots! Moreover, NPC enemies received the HP regeneration and a possibility of reviving the unconscious players has been added in a hotfix applied this weekend!

    There are also important changes in the territory control and building systems. We have implemented saving the statuses of flags and fortifications in database, so their upgrade will remain in the game’s world despite the servers restarts. There is also an overhaul of Original Faith Order’s keep – its size has been doubled with an addition of a massive stone donjon and an inner circle of walls!



    Changelog v.0.4.6 Pre-Alpha

    Gameplay:

    – Implemented saving the status of flags and fortifications in database – they won’t be reset at servers’ restart
    – Reworked the Original Faith Order’s keep, doubling its size and implementing a possibility to build and upgrade its fortifications


    Combat:

    – Implemented headshots detection when fighting the NPC enemies – they deal higher damage; in nearest future headshots will be applied in PVP as well
    – Reduced kick’s damage
    – Increased kick’s stamina drain
    – Modified mechanics of character’s stagger after having its attack blocked – stagger’s time is now dependent on character’s Dexterity instead of Constitution
    – Reduced influence of character’s statistics on time of character’s stagger after having its attack blocked

    AI:

    – Increased frequency of NPC enemies blocking and reduced frequency of kicking
    – Hindered changing the NPC enemies aggro
    – Implemented NPC enemies HP regeneration – slight in combat, fast out of combat and when they can’t find a way to the player’s position
    – Fixed bug causing that NPC enemies received damage when successfully blocking arrows with shields
    – Fixed bug causing that NPC enemies without shields tried to block arrows

    Fixes:

    – Disabled new graphics effects implemented in version 0.4.5 to fix the currently occuring game’s stability issues (please inform us if it helps)
     
  38. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29
    Greetings!

    New update is live! Version 0.4.7 introduces various combat mechanics improvements, as well as the world map expansions and performance fixes.



    Changelog v.0.4.7 Pre-Alpha


    Gameplay:


    – Implemented headshots detection in PVP

    – Implemented experience gaining in PVP

    – Modified mechanics of the NPC enemies loot – now every player can loot every NPC enemy

    – Modified mechanics of the experience gaining in PVE – experience is granted to a player who did the last attack, instead of a player who dealt the first one

    – Increased the movement speed of players characters when blocking – still, when blocking, movement is a bit slower than usually

    – Increased the movement speed of NPC enemies when blocking

    – Implemented random patrolling routes of NPC enemies

    – Implemented new defensive objects placed on the gate towers – stones and wooden logs to be thrown down on the enemies


    World:


    – Implemented new town – Fangsborough placed in the northwest part of Stoneholm

    – Implemented new location – raiders camp placed near Twinfall

    – Implemented new location – battleground placed near Twinfall

    – Added new NPCs in Audunstede


    Fixes:


    – Updated networking environment in order to improve the performance of servers – please report any issues

    – Significantly increased the server’s performance

    – Improved working of defensive objects placed on the gate towers

    – Implemented numerous fixed for the party system

    – Edited Polish version of the dialogues for some of the NPCs from Aundunstede
     
  39. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29


    Greetings!

    We have entered the final straight with the massive UI overhaul. The intensive final tests have been started few days ago, so the players can expect implementation of reworked inventory and guilds system, alongside with the new NPC shops interface, within the very next few weeks.

    The update greatly increases the game’s interface functionality while making it much more user-friendly, as it introduces numerous features requested by our players, i.e. an ability to expand the inventory space with additional bags and backpacks, a buy-back tab and the assortment filters in NPC shops window or a mouse-mode toggle. A character’s statistics tab also has been refreshed, becoming more intuitive, as well as the guilds management window – once the update have been applied, players will be able to comfortably create their fractions.

    With implementation of this update, due to the database structure changes there will come a long-time awaited full wipe of characters. This is a great chance to join the game, as everyone will have a fresh start and servers will become much more populated.

    Meanwhile we are reworking the buffs system – when it’s done, we will be able to implement the alchemic recipes, the weather system’s impact on the characters and the heroes system, which will reward the most active players from each nation. The next step of improving the user experience will be reworking the crafting system, implementing the inheriting of the final product’s properties after the specific materials used by a crafter.

    We would like to thank very much all players who are helping us in testing this massive update!
     
  40. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29


    Greetings!

    While our programmers are working hard on fixing the last issues occuring in the new version of inventory and guilds system, we have an update for you! It introduces a new town, located in the northeast part of Stoneholm, as well as a bunch of important gameplay improvements. We also would like to inform you that most probably a new, much more polished version of launcher will come with the next update.

    Changelog v.0.4.8 Pre-Alpha

    – Added new town – Seaclaw placed in the northeast part of Stoneholm, as well as the nearby farms and lumbers’ camp
    – Improved visuals of the character’s staggers animations
    – Improved visuals of the walls models and textures
    – Implemented experience receiving for upgrading the locations
    – Added restriction that fortifications in a captured location can’t be downgraded through capturing such location below the level 1
    – Fixed bug causing that after capturing the location fortifications were being downgraded for 2 levels instead of 1
    – Fixed numerous issues occuring in the territory control system, such as spawning the opposite nation guardsmen
    – Fixed bug causing that NPC enemies were “jumping” towards the player’s character during combat
    – Fixed various minor issues related to the world
     
  41. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29
    New official gameplay trailer!



    The new gameplay trailer of Gloria Victis has just been released, as the version 0.5 is very close to being finished and released. It will introduce the long-awaited UI overhaul including the wipe of characters, as well as switching to Alpha.

    Version 0.5 update will introduce:
    • General UI overhaul including increasing the size of inventory and depot, as well as the new layout of NPCs shops with a buy-back feature
    • Reworked guild system including an in-game editor of coats of arms
    • Reworked buff system including constant buffs for controlling the towns and castles, as well as the first debuffs caused by weather
    • Improved mechanics of the territory control system detecting which guild captured a location
    • New NPC enemies
    • New locations, including an inn and a brothel!
    • Greatly increased performance
    • Numerous fixes and gameplay enhancements
     
  42. zenGarden

    zenGarden

    Joined:
    Mar 30, 2013
    Posts:
    4,538
    It's beautifull.
    I just seen the trailer and noticed that arrows are on the wrong side of the bow when looked trhought first person view.
     
  43. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29
    @zenGarden - Thank you! And why do you think that arrows are on the wrong side? In real life you would place arrow on the right side of a bow. :)



    The Gloria Victis v.0.5 update – the biggest one, so far – finally went live! It not only introduces many so long-awaited improvements and features, such as the total rework of the inventory, guilds, NPC shops and buffs systems, awesome performance increase, new locations or new NPC enemies, but also moves Gloria Victis to the Alpha stage!

    The most among all of the improvements is rework of the inventory and guilds system that fixed numerous issues and improved the user experience a lot – players can now expand their inventory and depot space by equipping additional sacks and bags, as well as manage their guilds easier with the guild announcements system. In the nearest future the guild system will be expanded with implementation of the in-game coats of arms editor, allowing the guild masters to create their own multi-layer emblems that will be visible on the flags and banners placed in locations captured by the guild and, in later stages of development, on the shields and tabards!

    The buffs system also has been redesigned, so now players can use dozens of meals, beverages and potions to earn helpful effects. Buffs for conquering and controlling the locations have been implemented as well, giving an additional reward for domination in the war of nations and greatly increasing the meaning of the territory control system. The latter received numerous improvements as well, such as implementation of the fortifications repair mechanics or a reworked upgrades window.

    The overall user experience has been greatly improved as well – a buy-back tab has been implemented in the NPC vendors window, the entire game interface has been refreshed and new locations and NPC enemies have been added to the world. There are also numerous minor improvements and fixes to the game balance, animations, graphics, sound effects and AI – let’s just mention that the small animals run away from the players and the humanoid NPC enemies are stepping back when a powerful player character comes close to them with their weapon unsheathed.

    It is a great moment to join the game, as every player will have a fresh start. Moreover, as the milestone of moving to Alpha has been achieved, numerous new features and improvements are going to be implemented in the nearest future, such as the dynamic points of interest system, the in-game coats of arms editor or new locations or new dialogs and background speeches for NPCs.



     
    zenGarden likes this.
  44. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29


    Greetings!

    Following to the latest changes, today’s Gloria Victis update continues to expand the “Valley of Death” tournament, which is a PVP tournament that allows the teams of Midlanders and Ismirs to participate in the regular group fights. Basing on the data gathered since the latest update, the NPC mercenaries have been added to support the losing team. Combined with the recently implemented capture-able flag, it is another great addition allowing us to test in the control environment, gather required data and improve the combat balance, as well as the core gameplay mechanics, such as AI of the NPC guards, capturing the territories, hits detection or synchronization of the characters’ positions.

    The update also includes various adjustments to the game balance and resolves various issues occurring in the user interface, as well as greatly improves the synchronization of the characters’ positions. We are also continuously reworking the launcher and successfully fixing the issues reported by the players.

    Merry Christmas, Happy New Year and see you on the battlefield!



    Changelog v.0.5.3

    Gameplay:

    – Made changes to the balance of the weapons damage and the character’s base damage

    – Made changes to the balance of the statistics of the NPC townsmen, guards and enemies

    – Added a timer counting the time to start the next “Valley of Death” tournament

    – Added the NPC companions to the “Valley of Death” tournament who are supporting a losing team

    – Replaced the critical strikes of the NPC enemies with the minimum-maximum damage interval

    – Added the names of the capture-able locations on the map

    Fixes:

    – Optimized the server-side player’s area of interest management system (please report if you will see ghosts or any objects that aren’t being loaded properly)

    – Fixed an issue causing that the items icons used to remain on the screen

    – Fixed an issue allowing to duplicate items with fast clicking in the NPC shop window

    – Improved the visuals of the quick access bar – empty slots are not filled with the black background anymore

    – Reworked the characters’ position synchronization system – frequency of the synchronization depends on the speed of the character’s movement
     
  45. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29


    Greetings!

    The latest update for Gloria Victis greatly increases the immersion experienced by players! The most important change is implementation of fights between NPCs – foxes sneak towards the farms to hunt chickens and gooses, poachers hunt wild animals and mercenaries serving one nation rush on the another faction’s guards in sight in Valley of Death. In the upcoming updates various groups of NPCs will start waging their wars against another ones, bringing even more life to the world of Gloria Victis!

    Moreover, gone are the times of inexhaustible resource nodes – with this update players are able to deplete them and they will be replaced with other resources, so the gatherers will have to continuously seek the best spots. In effect, actions performed by players have even bigger impact of the surrounding reality.

    We have also refreshed the character selection menu to improve the newcomers experience – not only it is looking much better but also brings much more immersion from the very beginning. Meanwhile we continue the launcher rework and implementation of the dynamic events, which will greatly increase the meaning of actions performed by players, we are also working on filling up the world with breathtaking points of interest. Stay tuned!

    Changelog v. 0.5.5

    Gameplay:

    – Implemented AI of fighting between NPCs and NPC enemies
    – Implemented the finite resources nodes – most of them can be depleted and would be replaced with another ones
    – Implemented new character selection menu
    – Modified behaviours of the NPC guards in the “Valley of Death” – after capturing a flag they help the players to defend it instead of disappear, so the losing nation has a chance to reduce the enemy advantage
    – Implemented slowing down the characters (of 10% max) depending on the current vitality
    – Reduced the character’s movement speed
    – Now players can’t destroy fortifications in locations controlled by their nation
    – Implemented new animation of shield blocking while standing still for NPCs
    – Implemented a dialogue for Hallgrima – shieldmaiden from the Mereley suburbs
    – Updated the icons of items and buffs

    Game options:

    – Reworked the game options window
    – Added access to the game options window in main menu and character selection menu
    – Fixed issue causing that a grass display distance setting didn’t work

    Fixes:

    – Fixed an issue causing a significant performance drop due to multiple terrains loading during longer sessions
    – Fixed an issue causing the controller desynchronization when a player performed attacks repeadetly or cancelled an attack with a kick
    – Fixed an issue causing that some buffs added huge bonus to the HP regeneration
    – Fixed messages about dealt and received damage
    – Fixed an issue causing death of a character after falling down from low obstacles
    – Fixed an issue causing that Ragi’s and Brandon’s cohorts were spawning repeadetly
    – Fixed an issue allowing to lure the NPC enemies on very long distances
    – Fixed an issue allowing to revive players from very long distance
    – Fixed an issue causing that “Valley of Death” tournament didn’t launch despite meeting the requirement of 3 players being registered in each team
    – Fixed an issue causing that sometimes after death the respawn window was disappearing but character was staying in place and relogging was necessary
    – Fixed an issue causing that sometimes NPCs were moving without a proper animation
    – Optimized the network traffic by minimizing the amount of network objects being out of player’s range of sight – it will significantly improve the game’s and servers’ performance
     
  46. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29


    Greetings!

    A long awaited update has been finally released! Among the numerous gameplay improvements and fixes to various systems, an update 0.5.6 introduces the first version of the dynamic events system, a new location and a new version of the game’s launcher!

    The first dynamic events, which has been placed at the outskirts of Dunfen and Mereley, greatly increase the credibility of the Gloria Victis world – foxes sneak to hunt chickens, outcasts steal supplies and rebels oppress the townsmen. These and further events – which will be implemented in the nearest future – will smoothly introduce the new players into the Gloria Victis world, helping them to learn the gameplay mechanics, and allow the players to affect the situation of the game world.

    A new location – fishing docks which can be found West to Mereley – is a first step of the massive rework of the starting locations. The first impression is very important, therefore both Mereley and Dunfen, as well as their suburbs areas, will be redesigned in the in the nearest future and filled with the dynamic events.

    A new version of the game’s launcher, on which we have been working intensively over the last few weeks, has been applied as well. It resolves most of the problems with downloading and updating the game, so the population is expected to rise significantly in the nearest future.

    See you on the battlefield!



    Changelog v.0.5.6 Alpha

    Gameplay:

    – Implemented the first version of the dynamic events system – the test version includes 4 basic events per nation, placed around Dunfen and Mereley, as well as the first events chain of the rebels attacking the suburbs area
    – Implemented a new location – the fishing docks East to Mereley
    – Refresheded the game graphics – textures, shaders and colour palette
    – Added 15 new animation of death for the humanoid characters (player’s one and NPCs)
    – Added 5 new iddle animations for the player’s character
    – Implemented missing recipes for crushed ceramics and porcelain, distributed them in the NPC drops
    – Implemented a more restrictive checking of the position of the players’ characters positions and an additional hits detection system

    Fixes:

    – Fixed an issue allowing to walk on the bottom of the sea by holding block or attack before walking into the water
    – Fixed an issue causing a lot of the resources not being spawned in the game world
    – Fixed an issue causing that, in some cases, character’s controller desynchronization used to happen after changing weapons using a hotbar
    – Fixed an issue allowing to equip numerous lanterns on the same equipment slot, causing a massive performance drop for the other players
     
    Last edited: Feb 5, 2016
  47. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29


    Hello!

    Today’s update for Gloria Victis introduces the guilds’ coats of arms editor, allowing players to create and customize the multilayer coats of arms made of background, patterns and symbols! This addition will have a massive impact of the guilds presence in the Gloria Victis world, as in the nearest future the coats of arms will be applied on the banners in locations controlled by a guild.

    There is also a massive amount of fixes and improvements to the game and servers performance, gameplay mechanics and interface, such as fixed party chat, increased smoothness of the camera movement control or improved hits detection.

    Right now we are doing the last preparations before applying the fully reworked Mereley village and fort – not only they are way more intuitive for the newcomers, but also the massive wooden walls and long houses fit much better to the Ismirs: a nation of gruesome warriors from the frosty North. When the Mereley is finally reworked, Dunfen – main town of another faction, Midlanders – is going to be redesigned as well, with the same primary principle in mind: to improve the user experience.



    Changelog v.0.5.7.5 Alpha

    Gameplay:

    – Implemented the guilds coats of arms editor available in the guilds window – it allows to create the multilayered coats of arms made of background, patterns and symbols; in the nearest future player-made coats of arms will be applied on the banners in locations controlled by a guild
    – Improved smoothness of the camera movement
    – Improved the hit detection system
    – Added a command to reply the latest chat private message: /r
    – Added a chat message displayed when player inputs an invalid command

    Fixes:

    – Fixed the party chat
    – Fixed an issue causing that in some cases looting a defeated NPC enemy was not possible
     
  48. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29


    Greetings!

    This week’s Gloria Victis update introduces further changes to the combat balance. We have significantly reduced the characters gap between the new and experienced players by adjusting the damage output of different types of weapons, formula for a character’s HP and part of the passive abilities.

    We have also redesigned the basics of the crafting system – woodworking processes. This way crafting becomes more intuitive and user-friendly, allowing players to learn smoothly how to craft the very first weapons and how to upgrade locations controlled by their nation.

    The update introduces the reworked account management system as well, which greatly simplifies the registration process and resolves some issues which new players used to encounter.

    See you in battle!

    Changelog v. 0.5.9.4

    Gameplay:

    – Redesigned the in-game account management system - from now the in-game username and password are the same as for the website account (currently registered users can use either login and e-mail address used during the website account registration)
    – Added more guards in Leaktown
    – Balanced some of the passive abilities
    – Balanced a formula for the character’s HP
    – Balanced damage dealt with various weapon types
    – Balanced Crusher’s Sword and Giant’s Club (all variants)
    – Added requirement to defeat at least 50% of the location’s NPC defenders before claiming it
    – Added a marker on a HUD sight when aiming at ally NPCs who cannot be attacked

    Crafting:

    – Redesigned the woodworking processes, balancing them and reducing the amount of materials required to learn the basics of the crafting system
    – Redesigned the weapons making processes which use wooden materials
    – Redesigned the wooden materials required to upgrade locations

    Fixes:

    – Fixed an issue allowing character to walk through the NPCs; in some cases problems with collision detection can still occur or the NPCs can be invisible - please let us know about such problems so can fix them!
    – Fixed an issue causing locking the character’s controller when changing weapon and blocking at the same time
    – Fixed an issue allowing to duplicate items using depot
    – Fixed an issue which in extreme cases caused that an attack wasn’t performed after finishing a previous one
    – Fixed an issue preventing a guild leader from changing the ranks of the guild members
    – Fixed the guild coat of arms editor issue causing that the window color was disappearing right after selecting a color
    – Optimized the guild history updating
     
    RavenOfCode likes this.
  49. bartold

    bartold

    Joined:
    May 27, 2015
    Posts:
    29


    Greetings from the battlefield!

    The latest update for Gloria Victis starts with an earthquake: a brand new main theme! This epic track, which brings the immersion and roleplay experience to another level, was created by one of the best video games composers in the world – Marcin Przybyłowicz. Marcin is a veteran Polish composer, best known from his work as the music director of The Witcher 3: Wild Hunt and composer for The Vanishing of Ethan Carter. His soundtrack for the latter has been nominated for Excellence in Audio (IGF 2015) and Outstanding Achievement in Sound Design (Annual Game Music Awards 2014), while his music from The Witcher 3: Wild Hunt already won both players’ and critics’ hearts worldwide.

    The main theme called Another Story Begins has already been released on the Gloria Victis Youtube channel. It is also available in the official game soundtrack, which is included, among instant access to the game and many other rewards, in the Knight’s (currently available for only $15) and higher bundles at: http://gloriavictisgame.com/shop



    On the other hand, the update is filled with many improvements for PVP, PVE and overall user experience, addressed to either new players and veterans. These include tweaks done to the territory control system, introduction of the dynamic events markers displayed on the minimap and improved server performance.

    See you in battle!

    Changelog v.0.5.9.6

    Gameplay:

    – Prevented players from upgrading and repairing the buildings during a siege for one minute from the last damage taken by them
    – Added markers of the dynamic events range which are being displayed on the minimap
    – Improved the NPCs rotation when they follow a target which they can’t see
    – Reduced the NPCs stagger time

    Fixes:

    – Fixed all of the reported issues which were causing blocking the controller in state of initiating attacks and unsheathing weapons; if you encountered any related problem, please insert /debug on chat and send us logs (“get log” in launcher) to support@gloriavictisgame.com
    – Fixed an ussue causing that merchants in the Castle Audunstede used to be attacked by guards
    – Fixed an issue causing that guards of the Lord’s Wrath Abbey were invisible
    – Fixed an issue causing that guards of Leaktown couldn’t enter the flag tower
    – Reworked the logging off mechanics, fixing numerous issues which were decreasing the servers performance
    – Fixed an issue causing that some of the deactivated debuffs used to stay active until relogging

    ---




    Greetings!

    In the latest update we have added new content for experienced players – a new boss! The chieftain of the highlanders is not only a harsh, challenging enemy – the player who defeats him will have the chance to earn a scroll with a new recipe and craft an unique white fur helmet.

    On the other hand, we have redesigned the Lord’s Wrath Abbey. In effect, from now on this majestic fortress will be shown in all its glory and placed closer to the middle of the warfare, engaging more warbands to siege it.

    We have also rebalanced the amount of profession’s and character’s experience earned in crafting. Therefore, besides of adjusting the learning curve, we allowed crafters to level up their entire characters slightly faster.

    See you in battle!

    Changelog v.0.5.9.7

    Gameplay:

    – Added the highlanders’ chieftain, Wallace Williams, and his band in a camp near the Lake Audunlin
    – Added scroll with a recipe for the Highlander’s Fur which can be created from the old mountain wolf’s hide – it can be earned after killing Wallace Williams
    – Improved finding a path to the next target by the NPCs when they stop chasing the previous one
    – Added an ability to disable in the game’s settings all of the artificial sources of light, except for the player’s own lantern
    – Disabled collisions between the playe rs in the starter towns to avoid situations when players got blocked
    – Balanced amount of profession’s and character’s experience earned in crafting
    – Added a message informing player that their nation sieges specific location

    Fixes:

    – Fixed numerous issues with displaying the characters’ animations – please report if there are still any!
    – Added restarting the animator after using /debug command in chat – if your char gets blocked, please use it and then send us logs (“get log” in launcher) to support@gloriavictisgame.com with a problem description
    – Fixed an issue causing that part of the available inventory didn’t have shadows
    – Fixed an issue causing that the wolves animations weren’t displayed at larger distances from the player
     
    RavenOfCode likes this.
  50. zenGarden

    zenGarden

    Joined:
    Mar 30, 2013
    Posts:
    4,538
    The game is coming up nicely :)