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All Posts by Jogobogos

All Posts by Jogobogos

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159 posts found
Originally posted by Sketch420

Thanks for your response but I guess I should have been more specific so you could understand what I meant. I was speaking mostly of your design choices for your combat. Delays between clicks that don't match with animations. Can't move and swap weapons. Everything feels super clunky and its the way you developers have designed it. It shouldn't take much development time to remove the delays and movement limitations on weapon swapping and small changes like that would go a very long way.


Yes desync and hit detection should be your main focus as it makes your game essentially unplayable imo but there are many many small things you could change to make combat more fun that wouldn't take much time.


Please go take a look at Darkfall combat and see how there isn't any of the clunky design choices you've gone with.

Is there a chance you could write little more about this moving and swapping weapons troubles and all that bothers you? You can do swap anytime via your skillbar but most probably you are talking about fast changing it with one key using two slots on inventory, am I right?

Would be great if you could shoot your feedback in here or by mail We really appreciate it, well, lets get this futher. This will get on top of my to-do list if there will be things we will be able to change without changing our entire workflow/roadmap.


RipperX playing some PvP and speaking about update into Unity 5 engine:



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:

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)

Thanks for your continuous support and see you in battle!

Exact changelog v.0.2:


– 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


– 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


– 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
Originally posted by SpottyGekko

I'm hoping that I'm misunderstanding the above quote, because if your small team is really uploading 35 changes per day to the test server then your development process is complete chaos. There's no way you can properly test anything if the game code changes on a daily basis... 

To make it clearer, our workflow base on various levels of checking:

A) "content uploader", which could be a coder, artist or designer have to do tests and catch/fix basic errors before sendtng changes . Those are sent into his branch, which is a part of "testing server branch".

B) than Quality Assurance member (Lead of coders, artists or designers at the same time) is checking it again it allowing or disallowing it to be sent into the main testers branch

C) if QA allows change to be published its moved into main test branch which leads to a "test build" for our chosen community members which are basically trying to check/bug/destroy/crash all of the recent changes.

D) those changes that are finally tested and allowed to go becomes a part of weekly updates.

Of course global builds have bugs but most of the time its not related with lacking of testing. As we are on Pre-Alpha stage and our community is really great sometimes we can push not finished feature to get as much feedback as we can and reshape it listening to our community voice.

For example in the last patch we'v gave a two new features to test:

- daily events

- new crafting window


Which are not done yet, but are openable by special shortcuts like a "Q+E+K" and "Q+E+N" so only those people who are willing to test a new, unfinished feature will be using it, without bothering another players with a raw, very unfinished feature.

About the number of changes, I cannot agree it creates chaos, you need to remember that about a half of them are balance/sound effects/new models/map upgrades or a fixes of the bugs. Not a completed, new features so testing them is really easy and enjoyable.


I am sorry for my "happy english" ;)

Originally posted by XAleX360

I would say an incredibly important thing to improve is combat animations. Right now they're quite bad and I believe that they're very important in a game within this genre, as combat happens all the time.

Indeed, there's alot to improve.


Originally posted by emota
Keep that momentum going, great work!!

I am grabbing my axe going to work on daily events now. Rawr!

A new patch is up!

v.0.1.9f8 Changelog


– Implemented reward for daily logging-in – for tests purposes you can reveive it every 2 hours!

– Reworked chat window, separating it from game’s communicates window and allowed to resize it, also improved moving it on screen and functioning of slider

– Implemented test version of reworked crafting window (for tests it is opened by keys combination: QE + N), which among others brings grouping recipes in categories, sorting them by levels and marking those recipes which minimal levels are higher than character’s current crafting level

– Implemented packages with random content, sold by vendor in the north fort (only if player’s nation controls the fort) or loot them from enemies

– Implemented first, very raw version of daily achievements, opened by keys combination: QE + K and closed by: QE + L

– Reworked crafting processes related to tanning

– Made Armour Penetration values dependent on weapons quality versions

– Rebalanced Armour Penetration values for various weapon types

– Reduced knives stabbing damage multiplier

– Added indicator of accurate hit an enemy with bow (in the middle of screen)


– Fixed bug causing that weather randomizing didn’t work

– Fixed bug causing that resources weren’t appearing after longer time of playing (relogging was necessary to pass this issue)

Hello everyone!
We have just started building test version of patch for our internal testers - it will probably be ready this weekend! Excepting lots of fixes you will find wholly new chat and craft windows.
There is also a surprise prepared specially for our gamers: you will gain little prize for your everyday activity in game

Hello! :)

Most of the games would be already called Alpha (or even late Alpha sometimes) but we feel obligated to make sure the game will be polished enough to call it Alpha and not misslead anyone, as the game is missing features and obtains lots of bugs. Nowadays even nearly finished Witcher 3 was called Pre-Alpha.

Luckily for about a year now we are not working on our game afterhours - as we are from Poland, where wages are quite low compared to the US/UK we were able to leave what we were working on and focus on Gloria Victis thanks to your donations.

As our team is about 10 people based things are not getting fast like on AAA MMORPG games but in my opinion the progress we'v made during this year was really good. Next month there we will hit two years between first version of "walking simulator", when there were no fighting/no mobs/no crafting into the current state. Which is a really good timing IMO.

I do really believe we will be able to expand much untill the end of this year since creating core took most of the time, now we are focusing mainly at polishing and expanding features. Many of them has to be reworked (as we are reworking our UI system at this moment) but now everyweek we put another update with new bigger or lesser features and fixes.

I just took a look at our version controll program - on average we have 35 packages of changes uploaded into our test server by our team everyday.

There are already :)

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!


Yes, indeed. Unity 5 gives us a lot of boost into our features system like a boats and horses.

You should expect the upgrade into Unity 5 within two next weeks :)

Still that really low. Could you please make sure you are not using integrated graphic card launching the game?


Today we want to share some news with you. First one: we are during transfer Gloria Victis to Unity 5. What does it mean for you? FPS growth, better movement fluency, performance improvement and reduced hardware requirements while improving graphics quality. We are working on enlarging map beyond the home island and creating a continent. Introduced engine version will also make AI system smoother.
Long awaited new version of PhysX will allow us to boost server performance and ameliorate collision checking. Sailing system will be also finished soon so get ready for sea adventures! Second: we are reworking many of systems (currently working on crafting, skill bars and tooltips) into new Unity UI system which gonna be more reliable and eye-catching.
We want to remind you also, that since NDA is lifted off you can feel free with streaming your adventures and sharing with people through other mediums like screenshots, videos, reviews and others.


We attached screen showing early render version from Unity 5 with entirely new trees.

To not spam this forum with our patches (which are most of the time twice a week) I will use this tread to post them.



Changelog v.0.1.9f5


– Reduced flags guards HP
– Reduced rabid wolf’s HP (18)
– Redesigned part of light armours (helms) and their recipes distribution in enemies drops
– Redesigned tooltips for items and recipes scrolls, especially improved displaying of recieps and their levels – soon there will be added information if characters already knows a recipe


– Fixed bug allowing to duplicate items by using deposit
– Locked cursor’s position when rotating the camera so it won’t go out of game’s window if player is using multiple monitors
– Implemented cyclic checking if character has a proper tool equipped after hovering the cursor over resources; for now it was checked only at the moment of hovering cursor over resources so player needed to hover once again after swithing weapons, which was confusing a lot of players
– Implemented next fixes preventing items to disappear during crafting processes

On the release game is going to be free to play - I can't officially tell at this moment if there will be any kind of level restrictions for free to play players but we will be doing our best to keep the game as far from pay 2 win as possible.

As we are very small company (which will expend before officialy releasing, but still we will be quite a small in MMO world) upkeep costs will be comparatively small - compiled with the wages on Poland being a few (dozen) times lower than in USA. We do believe we will be able to keep our game working with mostly only cosmetic item shop.

Selling ingame armors, unique eqipment etc. would be a diseaster and surely will never happen because it would destroy a small company which basics on faithful and great community support.

Welcome to the first of Gloria Victis tutorials series! As the NDA has been removed we would like to show you the basics of gameplay, starting with the combat. Have fun and see you on battlefield!

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.

Join the game now by:

Best regards,
Gloria Victis team

v.0.1.9 Woman's ingame and PvP event!



Aside from next bunch of fixes we wish to share with you our new Gamepedia section – items list:

See you on servers!


– Implemented the first women characters models as NPCs in towns of both nations
– Increased time of character stagger after receiving a hit from another player in PvP
– Increased HP values of higher level enemies
– Implemented weapons drop for enemies from a southern island
– Implemented gamma correction setting in game options


– Fixed bug causing problems with servers stability
– Added next fixes to eliminate “blackscreen” issue
– Fixed various minor issues

We would like to invite you to a PvP event, which will be held today, 24th of March at 8:00 p.m. GMT on the Aquilla server (North America).

Little help for time checking:

Best regards,
Gloria Victis team


The update you are receiving today focuses in particular on combat system balance.The main reason was a clear disproportion between light and heavy armours, so a lot of systems have been significantly improved. Thereby not only big part of available equipment will gain new value but also the weight of character’s statistics in it’s progress had increased. By the way many various mechanisms have been unified, which will allow to increase a lot the frequency and precision of mechanics and equipment balance.

Moreover with this update you receive also appreciable amount of fixes and improvements and a good news – we are on the home straight to fix the most burdensome issues occuring in guild systems and deposit. See you in-game!

Combat system:

– Redesigned formulas for maximum HP and stamina, inreasing their values
– Redesigned and slightly increased weight of character’s statistics in it’s progress
– Redesigned formulas for HP and stamina regeneration, increasing the combat dynamism
– Implemented temporary stopping of stamina regeneration after performing an attack
– Implemented armour penetration, whereby efficiency of various types of weapon will depend on the situation
– Implemented dealt damage multiplier dependent on an equipped armour – the heavier is the armour, the lower is the damage
– Redesigned weapon damage adjusting it to new HP values
– Increased the character’s base damage
– Reduced maximum value of stamina drain multiplier, from 2.5 to 2
– Implemented minor improvements of various functions related to stamina system


– Improved systems of displaying the nicks over players – added displaying PK players from a player’s nation in purple and fixed bug causing that nations colours weren’t set properly
– Reduced items durability loss
– Implemented additional death animation for all enemies
– Implemented short pauses between attacks sequences for some of enemies
– Redesigned enemies statistics, adjusting them to changes in combat mechanics
– Increased bosses levels (Brandon, Ragi, spectres)


– Fixed bug causing “black screen” when launching the game if a configuration file was damaged
– Implemented more precise system of character’s position verification, significantly reducing problems with backstabbing detection
– Significantly reduced NPC and enemies “levitation” effect
– Fixed bug causing that some of enemies were stopping fighting during the combat
– Fixed bug that allowed to regenerate stamina and HP after character’s death what caused strange AI behaviours
– Fixed bug causing that character’s statistics weren’t displayed properly
– Fixed bug causing that some of equipment wasn’t displayed properly on character selection screen

We will be basing at our own code in most of the times, but we will be using new solution for, for example NavMesh.

Yes, we are already working on it. Luckily only graphics and level designers have to focus on the change since entire code has been moved already.


We are very looking forward it, not only because big performance boost, but also thanks to long awaited features which will let us at least finish ships system for example. So many of cool updates incoming next weeks.

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