Today we are introducing tweaks to our newly added system – Fief points. From now on the player will gain more fief points from all the activities besides sieging. Also, we are introducing a bunch of fixes and quality-of-life improvements such as adjusted overhead attacks from two-handed weapons and today we are presenting you a new Work in Progress and insight about what we will introduce in the next week.
The screenshot’s authors will be awarded. shinzzi, jesnek and rambs1 – Contact [GVMod] Koma via Discord to receive your ambers!
Video of the Week
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to Kafflol#2827
https://www.youtube.com/watch?v=W0cay1lzm70
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!
Changelog v.1.3.3
Fief point system – Tweaks
Today we are introducing tweaks in fief points gains. From now on players will generate more fiefs points from all activities besides fighting over locations. Gain from sieging activity stays the same for the major locations but minors will gain fewer fief points from such activity.
While we were introducing the Fief system, we wanted guilds to care about the location and to bond with them. Currently, we see that most of the locations are being controlled by big guilds just because they are constantly fighting over there, and based on that, they are gaining enough fief points to the locations even without caring about a given location. Today's tweaks are increasing gains from other activities to give smaller guilds an opportunity and chance to compete over a given location against big guilds.
Work in progress - Siege preparation
In the last few weeks, we were mentioning that we are going to add a new system – Siege Preparation where players will have to build a siege camp to be able to siege a loot zone location. Today, we would like to tell you that we are very close to finishing this system and there is a chance that in the next week, we will introduce the Siege Preparation system to the game.
How Siege Preparation works
Attackers after the capture of the minor flag connected with the major will have to build up a Siege Camp and to build it the players will have to use resource packages. There will not be possible to siege a given location without building such a siege camp.
The owners of the location where the siege camp is being prepared will be informed with proper notification that will contain the information about the siege camp build progress.
With a new siege preparation system, Defenders will have more time to gather their forces and at the same time, Attackers won't have to use expensive siege engines workshop to spawn siege engines.
Work in progress – Kick Animations
Currently, we are working on Kick Animations, focusing on making them more recognizable. Starting next week the player character will have additional animation tweaks to make kick animation better visible when it starts.
Quality of life
– Added tooltip with bastion needs to location cards on the map. From now, players can click on the card location to see the bastion needs and demand.
– Removed Morale demand from Supply Board UI and tooltip. This information has no use because we don’t have supply packs that increase that need.
– Siege Stone expansion - now players get them in boxes and after putting them into a slot it creates 3 stones.
– Wheelbarrow chassis is now repairable when it has 20% dura instead of 0 to allow it to evade receiving damage to the machine.
– Improvements of player character positioning while moving Siege Engines.
– Wagons have additional rotating drawbars while moving around for better immersion.
– Adjusted 2-handed overhead attack ray casts and now they are much more accurate.
– Renamed undeads. Right now they are known as Chort's Servants.
Fixes
– Fixed some visual issues with tech packs boxes.
– Fixed T3-5 wagon interaction colliders. In some cases, interaction was not possible even if a player was close to the container.
– Fixed missing ballista at second leaktown gatehouse.
– Fixed teleport positions for new Dungeon Events.
– Fixed sounds of Kanabo.