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All Posts by Jogobogos

All Posts by Jogobogos

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       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.

Lots of sneak peaks in this topic including new screens:

PvP Raid
General Discussion « Gloria Victis
8/15/14 7:59:30 AM

We would like to invite you to the event that we organize today 8 pm (gtm +2). The goal of the meeting will be northern flag. Nation who gets it and control this sector for a while will attack a enemy city (that's the plan - we'll see whats happens).
Ismirs leader - JogDev (on the Main square)
Midlanders leader - XenixDev (in the Temple)

See you ingame! :)

PS. It is a great opportunity to use our teamspeak: Smile

v.0.0.7f1 Pre-Alpha

- Reworked aiming system

– Increased arrow speed for test

– Fixed problem with arrow’s, Fired arrow's will now disappear over time.

- Added two new chat types: local and nation

– Adjusted weapons range

– Fixed bug allowing to dupe items using depot
– Removed “gliding mobs” effect when they appear near the player

– Fixed information about capturing the flag by enemy nation

– Fixed disappearing item icons after trying to equip items which are not part of character’s equipment

– Added bucket of water to vendor with recipes and materials

– Temporary reduced amount of materials required to craft a bowstring

– Added automatic logs, which will help to track and fix disappearing resources and workshops

– Fixed disappearing terrains after respawn
– Added many improvements for controlled blocking issues
– Completely replaced collision detection system (for both melee and ranged weapon)
– Added information about capturing the flag by the certain nation
– Implemented new recipes for unique armors (they drop from bosses and their companions)
– Adjusted bosses and their companions’s drops (set new dropable items and increased drop chances for items)
– Changed bosses spawn time to spawn them alternately – every 4 hour’s a boss with companions will spawn in one nation at the time
– Temporary test, highly increased amount of experience points awarded in crafting processes
– Fixed saving experience after logging out. (exploit).
– Added a lot of fixes to guild system (guilds had to be wiped, please create them again)
– Added fixes to party system
– Blocked selling items from toolbar
– Fixed buying from shop while inventory is full –There is no need to restart the game to continue trade anymore.
– Optimalized map and minimap
– Added vignette effect
– Added a ton of particle effects
– Fixed sticking arrows into player character
– Fixed a lot of translations
– A lot of minor (and unseen) improvements

And a few days later we have 2 new patches:

v. Pre-Alpha

– fixed craft chance displaying

– fixed craft chance calculating

– fixed bug allowing buying items without required amount of money

– fixed blocking shop when buying with full intentory and some other cases

– fixed displaying prices when typing items quantity manual in shop

– speeded up some animations of monsters

– added 2 new flags and new way of spawn guards (they run to help players instead of spawning just right to them)

– fixed disappearing fraction banners on flags

– expanded a mine on Ismirean side of map

– added new NPC wear



v. Pre-Alpha

-Fixed boss respawns

-Adjusted animation mixes (could prevent melee controller blocking)

-Fixed refreshing flag possession indication error on minimap

-Added various fixes to improve server stability


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:

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.

Changelog v. Pre-Alpha

Bugfixes and adjustments:
- Fixed issues with stackable items in inventory
- Fixed issues with shield swapping
- Fixed trade bugs
- Fixed character leveling (points are correctly distributed)
- Fixed exp bar
- Changed statistic upgrade cost depending on statistic level ( <= 130 - 1 point, <= 170 -2 points, otherwise 3 points)
- Fixed various party system bugs
- Improved visuals for solar flares
- Directional attacks are more responsive
- Fixed various crafting bugs and exploits
- Fixed various bugs relating with looting chests
- Fixed crashes related to memory leak on some computer specifications causing crashes (Windows 8 for example)
- Changed timeout after disconnect into 300 seconds (It needs to be high due to Unity but time outing game after being alt tabbed/minimized)
- Decreased performance spikes
- Added keybindings for Crafting/Map/Jump
- Added options in main menu scene
- Fixed hovering mouse delay
- Adjusted the functionality of ‘~’, now you have to hold ‘~’ to block camera rotation instead of pressing ‘~’ to toggle camera block
- Adjusted character’s position on the minimap
- Fixed bosses spawn (They spawn each 8 hours - 2 a.m, 10 a.m and 6 p.m GTM+2 time
- Added boss spawn information

- World has expanded by 50%, these changes include:
a)Dunfen rework
b)New farms
c)New coasts

- Added spine rotation system (looks pretty sweet!)
- Added new various sounds
- Added backstab damage from AI
- Added player’s rotation during creation process
- Added option to disable birds and fish in game options

And the big one which took most of our time this month

Loading system:
- Introduced dynamic tile processing.
- Introduced texture streaming system which allows us to improve our textures resolution without performance degradation.
- RAM usage dropped by a significant amount.
- Game is loading about 10x faster now and fps are more stable

v. Pre-Alpha
- increased fps count from 15 to 30% depending on hardware configuration
- fixed graphics issues on integrated cards
- fixed error which could kill character after using /unstuck or during respawn
- fixed intersection of hair and beards with helmets
- fixed boss and their companions spawns
- fixes in spine rotation system
- fixes in melee collision detection
- added first higher quality textures
- increased terrains refreshing frequency (decreased visibility issues during fast camera turning)
- adjusted NPC walking animations speed
- adjusted sounds volume
- fixed exp bar blocking after relog bug
- fixed language saving bug
- fixed crafting helmets recipees
- weakened Flag Guards

v. Pre-Alpha

– fixed bug allowing infinite chest looting
– changed drops from some chests
– added improvement preventing from “ghost-mobs” appearance – please report if you will find any
– added automatic log sending in case of player’s collision detection system failure
– fixed normal maps
– replaced a few of the textures in Dunfen for higher quality ones
– fixed door animations
– added new advanced shaders
– improved location and models of some of workshops
– improved some model resources
– improved night sky resolution
– added official Team Speak channel (IP:

You are right, sorry for the confusion!


Our game is way more Darkfall/Mortal sandbox style than for example Day Z where you spawn in random place.

Its based on nations, but still player is free to kill and loot his mates, so its open PvP.

Economy is player based since nearly every item need to be crafted by players, we have 10 craft types where everyone can learn all of them, but level it up only 200 times (it takes 100 points to master one).

Nearly every city will be takeable by guild or nation (depends on city/building type), at this moment players can fight for territories where best resources spawns.


At this moment there are no skills implemented ingame yet, but as our game have no classess, player will be entirely free to do their own builds. If you are interrested on giving us a bit of feedback we have a topic where we are talking about skills with our community. Its on closed forum where everyone who donate 1$ or more have access: Knowing that you might simply dont want to donate to give us a feedback I would like to propose to give you access without it. Simply send me your forum login via private messages.


Hope this answers pleases you!



At this moment we are heavy focusing on a bug fixing and optimization as we really want to take down NDA as soon as possible. I hope than new gameplay videos will come over and you will have no more doubts! ;)

As a developer I wanted to avoid answering this question but as no one answered I will.

At this moment there are dozen players logged all of the time rising much when posting update or doing events, but as the chat is global people tend to play together much.

In my opinion it doesnt feel empty most of the time.

And also speaking of being enjoyable, I really enjoy it, but well, I am a developer so it don't really count!

We the Gloria Victis development team apart from being developers are also avid gamers. As such we understand the usual gripes gamers have with the development process, this is why that we aim to include players as intimately as possible to the development process, we see our players as our most valuable developmental asset who hold an equal share and interest in the development process.

To achieve the goal of including players into the development process, we strive to be transparent about our concepts and current stages of development, choosing to sacrifice bottling hype to receive timely feedback, opinions and suggestions on development from players. Players for instance are able to take part in the Pre-Alpha build of Gloria Victis, timely news is given of updates, various outlets where players can field questions and concerns about development and even a forum thread (link below) where individual team members post their works for all to see.

True, but that was really long time ago when we had no game version to show players and no marketing experience.

We will be hitting Kickstarter once more in a correct time, I hope this time it will be success like a Greenlight was. (Top 1 in 48 hours).

We had many investment offers, thats nothing new in this industry, but at this moment not accepted any because we want to keep pushing our vision of this project with our bare hands as much as its possible.

Our "business" plan in a few next months is to take down NDA, crate more pledging options, hit Kickstarter once more and Steam Early Access.

Please remember that nearly our entire team is from Poland, money we need to hire team is few times less than for example German or English developers. We are not a big team, if I could I would rise it at last 2-3 times more but still, I don't know any this scale Indie project with nearly no budget being in point where we are. Saying more, I think we all saw at last a few Kickstartered MMO projects which now are out of nowhere (and of course a few which kicks ass!)

Still, I totally understand if someone wouldn't like to risk even this 10$ into product which still is under NDA and at Pre-Alpha and I am thankfull for every feedback, especially from truelly experinced MMO players.


Meanwhile, I would like to invite you to our official "What are we doing/AMA" topic: and joining our forum, as we are really listening our community as much as its possible.



The only budget we have is this we have from our users donations.

That's one of the reasons why our community voice is most important for us.


A new Gloria Victis update has appeared a few days ago! What awaits you in the new patch?

First of all, we have implemented the basics of crafting! We give you receipts, resources, workshops – mainly everything to make your own equipment! The crafting system has already got a development mechanism. Thanks to that, even when the player has all the available professions – he earns experience in this particular craft when he practices it. To craft a more advanced item, it will require a higher crafting level and some cooperation between different craftsmen. Due to that change, most of the equipment currently in-stock will be replaced by receipts. It appears that it is the very beginning of an in-game economy driven by players!

The second case relates to the test map. It is now 30% bigger due to addition of near-sea areas around Mereley; additionally, guards have appeared in towns and at the standard camp and they will not hesitate to attack a player of an opposite faction or a bear.

Minor changes were added to the mechanics – some statistics are counted and displayed in decimal form. To allow players a better impression of character development, we have also added new modifiers that influence health and stamina regeneration. We have also implemented two new graphic options – Motion Blur and Depth of Field. Slight fixes were made to item statistics and enemies.

Except aforementioned news, we have also implemented many fixes of already existing systems. The most important of all is improving the texture loading system, which will reduce dropping of FPS (we are still working on proper optimization). We have completely rewritten the character controller and game launcher updating – from now, the launcher will download the updates in small packages – it will allow to continue the download from the last downloaded package instead of downloading the whole thing again. It will allow to comfortably download the patches by people with limited access time or limited data transfer.

We await your opinions and notes, and in the meantime – vote Gloria Victis on!

You may find a complete list of changes here:


– Rewritten character controller with the new concept to eliminate issues related to its construction. However, it requires further testing.

– Added basics of crafting system along with resources, workshops and receipts. All professions are available from the start but each one requires individual development. With higher craft level, higher the chances are to craft an item, thus better items may be hard to craft on early levels.

– Majority of equipment was removed from the vendors and was replaced by receipts.

– Implemented disappearing of gathered resources.

– Improved the game launcher, which will now download updates divided into packages. Continuing the download from the last downloaded package will allow people with connection limits to download the game comfortably.

– Optimized object loading system, which will reduce drops of FPS. (Outside the cities mostly)

– Expanded the map by 30% by adding seaside areas near Mereley.

– Added swimming.

– Added bears.

– Added town guards which will attack any hostile unit.

– Added guards protecting the flag camp.

– Attacking hostile players in your own safe zone is now allowed.

– Added decimal display of some statistics.

– Added a slight buff to health and stamina regeneration, depending on character statistics.

– Added Depth of Field in graphic options.

– Added Motion Blur.

– Added more options to grass display and changing trees to billboards.

– Improved weapon sounds system.

– Fixed issue which allowed to gather loot twice.

– Fixed incorrect counting of stamina usage during sprint.

– Fixed issue with transferring in-game currency during trade between players.

– Fixed issues with enemy respawn.

– Rebalanced equipment and mobs.

- Fixed reloging bug.

– Fixed many minor issues.


While the core Gloria Victis team is working hard on optimising the game, the rest of us are participating in the final tests of our crafting system.

Moreover, our 2D artist created a new Gloria Victis world map and we can’t wait to share it with you! We’ve even prepared a contest to mark the occasion!

Starting today, we’ll be waiting for the most interesting original description of a location which you’d like to see in Gloria Victis! We’ll be accepting responses posted as comments under this news on the official website/forum until the end of 25/05/2014. The authors of the most imaginative descriptions will receive access to the game (if they don’t already have it), VIP account (if they have backer status) or an additional account (if they have VIP status), as well as a chance for their location to be implemented in the game!
Topic link:
Good luck!

Very soon we’ll have another Gloria Victis update for you! What can you expect?
First, we’ve implemented the basics of the crafting system! Apart from forging your own sword and sewing a gambeson, you’ll be able to go hunting for valuable resources. There’s a new system which makes resources disappear once gathered, e.g. harvested grains turn into stubble.
Second, test map size has increased by 30% – we’ve added new shoreline terrain near Mereley village. The presence of water also means a new type of movement – swimming!
Plus many other important fixes and enhancements – full list will be shared soon.

We also invite all of you to attend Digital Dragons – one of the biggest conferences in Central and Eastern Europe related to the digital entertainment industry. It will be held on 8th-9th May 2014 at the Kraków Technology Park. We’ll be there as exhibitors, so you’ll be able to ask us questions about Gloria Victis, meet the developers in person and enjoy a demonstration of gameplay at its current stage of development. Come meet us!


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