Author: Jog Changelog v.0.0.8 Pre-Alpha

v.0.0.8 Pre-Alpha



Welcome to the next phase of Gloria Victis testing!. When we are certain that the current version, Which we are currently testing, is stable, we will take off the NDA order!

Upon implementing the updates - all characters will be wiped. You will have a fresh start in the new, improved game version.

The game launcher has been updated as well. Please, download it again from your account panel right now to make sure that download of the new version will be done without any obstacles. The launcher is compatible with the current game version, thus it should not require any additional client downloads.



We are estimating the update should be available to you Saturday evening! (This is subject to unexpected problems ® .)



Combat:

- Added buff/debuff system (regeneration at campfire or burning while standing in it, eating, causing the enemy to bleed, etc.)

- Added various damage types and values which depend on the weapon strike's direction.

- Added two-handed swords animation.

- Improved responsiveness of character controller and animation transitions.

- Changed player network synchronization system (if you experience a significant amount of character jumps, please let us know)

- Extended staggering effect time of an opponent, after a shield block.

- Removed automatic shield lowering after a successful shield block.

- Improved AI system : .

- Added HP regeneration of opponents

- Implemented mutual "calling for help" for Bandit’s and such. Once you attack, they will summon all of the local enemy’s to their aid.

- Added target changing by opponents which depends on the amount of strikes taken, weapon type, target armor class and other variables.

- Improved behavior of townsguards and flag guards.

- Added chase timer - after it runs out, if the player runs away , the enemy will stop his pursuit.

- Reworked weapon sound system on the player - added over 500 new sounds, including pulling out/sheathing, swinging and striking of various weapons into different targets. To do this, current equipment has been grouped into 19 different types.

- Added safe zone to the respawn point, (within a certain radius of the character), to avoid being attacked right away.

The next steps will be to refine directional attacks, we will add new attacks (e.g. lunges for swords), equip the AI with the ability to block and use of ranged weapons, as well as adding the ability to attack on their own (wolves hunting for prey, soldiers raiding to capture the flag of an enemy nation, etc.)



Crafting:

- Added over 500 new recipes.

- Changed the approach to unsuccessful item crafting - from now on, the player will recover some of the resources used in the crafting attempt. The percentage will be evaluated as we progress from here.



- Swapped old recipe scrolls for new ones and changed the way of gathering scrolls. The player will now find the scrolls in various places during the exploration and the recipe scrolls consisting of basic materials and items are available at various craftsmen/vendors.

The next step is to add item quality levels, reforging, damaging and repairing items, as well as adding recipes from the school of, herbalism, cooking, alchemy and engineering fields.



Content:

- Map size has been increased, to include three new islands, ( you should be able to swim to them for now), and a huge water terrain (Increases map size nearly twice - basics for sailing system)

- Added wearable torches - as a weapon or buff, depending on hand

- Added three new languages - Italian, Greek and Danish

- Added three new enemies - scavengers, aurochons and pirates

- Added players from guild and party indicators on map

- Added new armors set

- Added new loading window



Next steps will be finishing sailing and object spawning (building basics)



Fixes:



- Added security against speed-hacks, and fixed bug allowing to increase statistics while creating characters.

- Fixed gates synchronization.

- Fixed various bugs related with chest looting.

- Fixed “account in use” error.

- Fixed resources and mobs spawning too fast or too slow.

- Fixed game disconnecting while working in the background, (minimized).

- Alot of various fixes.



The next steps will be to fix and improve our GUI system, increase optimization and prepare to remove the NDA.



Edit



- Added first working potions (can be bought from materials vendor or gathered from mobs)