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Update notes via Steam Community


Hello warriors!

Want peace? Ready for war – now you can set your own siege camps like a boss with just-added player-built siege engines workshops and barricades to protect you from enemy archers! Also, we made several combat balance improvements requested by our Community, so we will see more variety in the selection of weapons and player builds.

Check these changes on your own and see you in battle!

P.S. We planned to introduce the player’s personal heraldics in this update but we need a few more days to get it done – you can expect it on Monday.

Changelog v.0.8.8.9.2



Sieges & Building:

– Added player-spawned Siege Camps which allow players to spawn their own siege engines in exchange for Siege Points generated by a player in the frontline location’s area – it can be placed within the siege detecting area of each nation-controlled location (except for minor flags) on the links, temporarily it can’t be spawned in the guild castles’ areas – its recipe can be purchased from the basic Merchant vendor
– Added player-spawned barricade which provides protection from enemy projectiles – recipe for it can be purchased from vendors in upgraded castles (i.e. Blackrock), forts (i.e.Tenebrok) and temples (i.e. Hordun Temple)
– Replaced the Siege Engines Keeper in upper courtyard of castles and temples with 2 spawners of this NPC – one in the lower and second in the middle courtyard; this change was made to improve the sieges balance, since defenders could gather enough catapult in the upper ring to defend for hours, disregarding the attackers force
– From now on, attacking a siege machine owned by ally player requires enabling Friendly Fire toggle (except for siege engines owned by traitors) – owner is set to the player who was commanding a siege engine (attached to its main slot – interacted with it when it had no players attached) the last time



Combat balance:

Several balance improvements made to improve viability of various weapon types and allow more diversified builds in response to the Community feedback, as the stats of weapons used were not very balanced so far:
  • Two Handed Swords: 21.3%
  • Two Handed Axes: 13.6%
  • One Handed Swords: 13.5%
  • Bows: 11.4%
  • One Handed Axes: 8.6%
  • Daggers 8.6%
  • One Handed Blunt Weapons: 7.4%
  • Two Handed Blunt Weapons: 6.2%
  • Two Handed Spears 6.1%
  • One Handed Spear: 3.2%

List of combat balance improvements:

– Increased damage of Bleed effect applied by 1-handed swords’ stab attacks – from now on, it deals 2 damage per tick after the first attack and stacks to 3 damage per tick after the second attack; this change is done to improve viability of swords users against heavy armor users in the frontline combat
– Reduced the stamina cost for higher tiers of 1-handed swords – until now, it was increasing high enough to make this weapon less viable than longswords
– Increased range of low-tier 1-handed swords – they were much shorter than the higher tiers which decreased their viability
– Increased shield’s durability loss when blocking the attacks done with 1-handed axes to make them an effective alternative for 2-handed axes and blunt weapons in group vs group combat, since they have short range and moderate damage
– Increased damage dealt with blunt attacks of 1-handed axes to make them less punishing for new players
– Reduced the stamina cost for higher tiers of 2-handed blunt weapons – until now, it was increasing high enough to make this weapon not viable as main weapon
– Increased and standardized range of 2-handed blunt weapons
– Fixed range of Shovel
– Increased armor penetration for 1-handed spears from 10% to 15% to make them more viable against heavy armor users in the frontline combat; reminder: armor penetration value is multiplied with the target player's armor reduction, i.e. for a player with 30% reduction, 15% penetration will lower his reduction to 25.5% (reduction is lowered by 4.5 percentage point) but for player with 80% base reduction, it will be lowered to 68% (reduction is lowered by 12 percentage points)
– Increased range of 1-handed spears to give them an unique benefit: ability to attack the enemy from second line in group vs group combat while using a shield
– Increased range of 2-handed spears to make them more effective when used from 2nd and 3rd line in group vs group combat
– Slightly reduced range of Hordun Greatspear to standardize the balance of 2-handed spears
– Increased range of guisarmes and increased their side attacks damage – they are the most universal type of spears now, but being spears they don’t have Cleave attacks, so they won’t outbalance other 2-handed weapons



Quality of Life:

– Slightly reduced the maximum rotation speed while kicking – the change shouldn’t be noticeable unless playing with very high sensitivity to rotate instantly
– Improved synchronizing player’s position when moving diagonally
– Improved synchronizing player’s position when moving forward with 2-handed axes
– Attempt to fix an issue causing randomly detaching the player from a ballista without pedestal
– From now on, swimming sideways and backwards is slower than swimming forwards
– Slightly reduced the overall swimming speed
– Added notifications about rankings results
– Chained quests on farms with the starting quests of each nation to streamline the leveling experience
– Increased number of Contribution Points earned for winning all Weekly Rankings from 200 to 500 CP
– Added Contribution Points reward for winning “Dices” Weekly Ranking
– Replaced the foretold furnaces crafting yield bonus which was planned as a reward for winning “Smelting” Weekly Ranking with Contribution Points reward because we experienced unexpected technical issues during its implementation
– Improvements to the Weekly Rankings interface
– Improved the Hunger meter’s tooltip by adding more detailed informations
– Added Korean translations of items and NPCs names and NPC speeches
– Added 3 news skins for tents: Executioner’s Tent, Explorer’s Tent and Nomad’s Tent
– Disabled shooting/attacking with siege engines if the cursor is active to make it consistent with melee combat mechanics



Fixes:

– Fixed an issue causing “ghost hits” with shield bash
– Fixed an issue causing that a player could get stuck in the Tenebrok’s harbor
– Fixed an issue allowing to use crafting workshops from very far distance
– Fixed an edge-case issue allowing to deal damage of a weapon with fists
– Fixed an issue allowing to enter the Sirius the Exile’s castle from the moss
– Fixed position of several floating objects in the Sangmarian starting quests area
– Fixed position of ballistas placed on walls in Haddah Castle
– Fixed an issue causing that environment models in one of locations for the Rite of Trinity world event were disabled
– Fixed an issue causing that reheating the Roasted Venison required both Wood Billets and Charcoal at the same time
– Fixed interacting with help buttons (question mark) in the Upcoming Events window
– Fixed position of the final boss in the Midlandic starting quests
– Fixed updating the player’s name in the Weekly Rankings after changing the character’s name
– Fixed an issue causing that Food and Herb Merchant at Fabia’s farm in the Sangmarian starting quests was hostile to Sangmarian players
– Fixed displaying Experience and translations for Experience reward in the Daily Rewards tooltips
Gloria Victis Depot Depot 327074
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