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All Posts by Jogobogos

All Posts by Jogobogos

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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!

https://www.youtube.com/watch?v=Suikm_CVSl4

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: http://gloriavictisgame.com/donation

 

http://static.gloriavictisgame.com/data/ScreenyUpdate/140.png


Best regards,
Gloria Victis team

v.0.1.9 Woman's ingame and PvP event!

 


 Greetings!

Aside from next bunch of fixes we wish to share with you our new Gamepedia section – items list:
http://gloriavictis.gamepedia.com/Items_List

See you on servers!

Gameplay:

– 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

Fixes:

– 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: http://wwp.greenwichmeantime.com/time/scripts/clock-8/runner.php?tz=europe_london

Best regards,
Gloria Victis team

Greetings!

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


Gameplay:

– 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)

Fixes:

– 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

http://static.gloriavictisgame.com/data/ScreenyUpdate/128.png

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.

v.0.1.8 - PvE combo attacks

Changelog:

Gameplay:

– Improved enemies attacks detections – now the amount of scored hits depends on hits amount in animation, eg. if enemy hits player 3 times in one attack animation, a player will recieve damage 3 times in a row

– Added stagger animations after blocking their attacks by layers to all enemies
– Added Scavengers sound effects

– Added English dubbing for Bjorn’s dialogue
 

Fixy:

– Fixed bug allowing staggered enemies to move

– Fixed bug causing that enemies coming back after the fight were performing attacks in the air

– Fixed bug blocking the skillbar when a player moved while changing the equipment

– Fixed bug allowing to fix the items by trading them with the other players

Greetings!

Today we would like to share with you the news that we feel that Gloria Victis is ready to lift off the NDA. We are constantly working on optimizations and fixing the issues but we have already a stable Pre-Alpha version of the game with solid community of great and helpfull players. This, combined with features already implemented in game, should bring a lot of fun.We know the path ahead is long but we feel an obligation as ethical developers to reveal more game features as Gloria Victis now offers substantial content and things to do. If the game's latest update will be free of critical issues, it will probably happen this week.

Gloria Victis has made great strides so far which would not be possible without your suppport and feedback that you have provided us with. It it has not even been 2 years now since our first Pre-Alpha build was released, where there was simple nothing to do but walk around the world. Now you can enjoy the non-target combat and complex crafting system with over 500 schemes to learn, participate in open world PVP with unique partial loot system and fight to gain control over the territory.

Changelog v.0.1.7f4

Gameplay:

– Implemented new armours to shops in Original Faith Order’s keep (brigandines)
– Redesigned part of light armours (legs) and their recipes
– Redesigned recipes for part of light armours (legs) distribution in enemies drops and shops
– Allowed to use handle of different quality as the alternative materials in one-handed blunt weapon crafting processes

Fixes:

– Fixed bug causing desynchronization in the dungeons
– Fixed bug causing that player’s character was “slipping” in certain locations
– Fixed bug causing that enemies calling for support was working on very long distance
– Fixed animation of recieving damage by enemies with two-handed weapon
– Fixed few issues in recipes
– Fixed bug causing that enemy shot with bow wasn’t running front to the player


 

We will be taking out NDA soon so this might help to make your decision. Speaking of Steam key - by the release game will be free to play so everyone will be able to get Steam key by that point. At this moment Steam key is bonus to those who want to support us with more than a minimum required to get ingame access.

And another patch is live!

v.0.1.7f3 Changelog:

Gameplay:
– Rebalanced shields prices
– Increased shields durability and varied them depending on the maximum durability
– Reduced the speed of weapons and armors durability loss by 60%
– Added the ability to respawn in the Original Faith Order’s keep if it’s controlled by player’s nation

Fixes:
– Fixed bug causing desynchronization with server when a character with custom height stepped on objects (e.g. bridges)
– Fixed issue with displaying the deposit chest model
– Restored the ability for enemies to call each other and attack in groups
– Fixed bugs in the crafting system causing incorrect calculation of chances

Performance:
– Loading screen has been moved to a new GUI system used in Unity5, so it acts more stable and requires less RAM

Few days ago a part of the team started to work on bringing the game to a new version of the engine (Unity 5), which will result in better graphics, significant performance increase and much more cool things!

Join the battle now: www.gloriavictisgame.com

 

Gameplay:

– Expanded an island with flag south to the corsairs camp – at the moment there is a stronghold to conquer what will give access to the shops with new equipment

– Expanded an isle with ruins, enlarging it more than two times and adding a hill with Refugees camp

– Added more difficult to defeat enemies for players looking for the challenge

– Added two new flags to capture on the farms on Midlandic and Ismirean sides

– Modified stamina usage, keeping the proportion of blocking with shield or weapon from the latest version

– Reduced stamina regeneration when blocking to 20% of base regeneration

– Added enemies fighting with longswords

– Balanced heavy armours prices


Fixes:

– Reduced the AI system RAM usage

– Improved enemies and NPCs animations synchronization

– Improved enemies and NPCs reactions to the player’s attacks

– Added improvements to enemies and NPCs movement

– Fixed bug causing that after killing enemy or NPC with one single strike the death animation wasn’t displayed

– Added a lot of minor fixes related to enemies passive behaviours

– Fixed most of the problems related to the players looting

– Improved visuals of blood stains

– Fixed bug causing that the blood stains were following the player

– Fixed bug causing that not all of the recipes were displayed after clicking on the crafting workshop

– Fixed bug causing that one of the alternative materials was not displayed

– Fixed various minor issues in recipes

– Fixed various minor issues in different systems

 

http://static.gloriavictisgame.com/data/ScreenyUpdate/110.png

Could you please ping our server: 192.99.99.160 ?

Hello,

We cannot give a OBT date now, lets see how taking out NDA and hitting Alpha will get along. If we will be able to expand our team, it would be even possible for Q1 2016. At this moment you could count our core team with fingers of two hands ;)

There will be naval battles and ships, honestly most of those systems are done already but waiting for world expansion. More info about it you could find in here: http://gloriavictisgame.com/news/5878

Player shop is close at our to-do, house owning and building is a bit futher but we agree, thats a must have!

Most probably female characters will be ingame next week, only as NPC's at this moment since we need to finish our male character animations first.

Classess won't be gender locked because there are no classess at all. Player is fully able to combine every stats and skills on his own.

There are guilds already which roll over the server taking control over the territories (flags), some of them are even roleplaying which makes me really happy.

There won't be magician skills, we will be restricting this kind of skills to auras/curses only. Lets throw some oil and burn it instead of casting fireballs :)

There are bossess ingame already, they are not raid one is a common way yet. More oldschool, spawning each few hours with their cohorts.

Hello,

Where are you from exactly? There are lag spikes for a few seconds from time to time but even from Poland I have 120 ping into US server.

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.http://static.gloriavictisgame.com/data/ScreenyUpdate/109.png

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


 

At this moment game is more vital on CPU than GPU. Still - your laptop might be too old for anything than a low settings.

Anyway, we are heavy optimizing game last weeks and it will go better and better each update. If you want to try it, please send me your mail via private message and I will send you access. We are curious if it can handle it.

 

As a dev it makes me both happy - to see a possitive message, and fearful - because I know how it looks as I am watching another games as a player.

We have performed item wipe. Below is the changelog.


Cool Statistics - We registered more than 2.4 million different materials gathered by players during last half year. ;)

 

Changelog:

 

Gameplay:

– Implemented item’s durability influence on its statistics

– Modified repair price calculating, making it dependent on item’s price and current destruction

– Implemented NPC-s speeches related to different factors and in-game events, e.g. weather change, taking control over specific outpost by certain nation or spotting a traitor by guards

– Increased PK flagging time to 3 minutes; flag would be lifted off when player dies and enemy has twice much time to loot a player who died with active PK flag

– Decreased stamina drain after blocking an attack – to 40% of damage when blocking with shield and 60% when blocking with weapon

– Decreased mob’s stagger time when his attack was blocked by a player

– Increased player’s stagger time after being hit (PvP) and made it dependent to character’s Condition value

– Implemented paths which most of the mobs are walking on (including herd behaviors)

– Implemented summary recipes for weapons sets (available in shops)

– Wprowadzono recepty zbiorcze setów broni (do kupienia w sklepach)

– Redesigned and balanced statistics of one- and two-handed blunt weapon and two-handed spears

– Implemented part of recipes of one- and two-handed blunt weapon and two-handed spears

– Redesigned distribution of one- and two-handed blunt weapon, two-handed spears and bows and their recipes in mobs drops

– Updated bows recipes, implementing longbows and reflex bows

– Allowed crafting charcoal using different wood types

– Implemented different versions of handle and long handle, required to craft different weapons, and their recipes

– Simplified basic weapons recipes, removing charcoal dust from required materials

– Added basic weapon recipes scrolls to characters starting equipment

– Added bucket to material shops

– Added furs recipe scroll to materials shops

– Reworked shops assortment

– Rebalanced recipe scrolls prices


Fixes:


– Increased world loading speed and fixed bug causing character falling down below the terrain just after logging in
– Highly increased game’s fluency when moving between world’s regions

– Fixed game’s loading bar

– Fixed stagger animations of player’s character

– Fixed bug causing NPCs stagger animations being not displayed

– Reworked blocking system and character’s stagger, increasing combat dynamics

– Fixed blocking animations

– Fixed jumping animations and cycle

– Fixed bug causing that creating certain types of hides through animals butchering was impossible

Its already there :) I would say its like not 24/7 at this moment, but about 20 hours a day since we are testing things.

Hello,

Sadly its related to Unity3D bug, which should be fixed anyweek we hope since community is moaning much about it.

There's a topic about it at their forum if you are curious in any way http://issuetracker.unity3d.com/issues/terrain-tree-culling-performance-regression

When they will finally fix this, there should be no framedrops at all.

By the way, they are only CPU related so if you have any background working applications, shutting them down will help.

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