Imagine that you land in a world 20 years after chaotic and bloody events have swept across the entire continent in a wave of wars, crusades and unexplained murders. You are a pivot in the middle of the conflict between the descendants of the world's first makers.
You can take one of the sides, join a guild, family or order and in their name retake sacred grounds that other families are trying to claim. You can join with your friends and follow the trail of missing artifacts surrounded by legends. You can delve into the mysteries of unnerving events, learn the history and take possession of the wisdom and glory it holds.
Beware though, for your every step will be watched by enemies who will lie in wait for a your moment of weakness. When the time is right for them, they shall take away what is dearest to you.
Black Eye Games is an Indie studio that unites over 30 experienced developers.
Some of us were a part of the teams that brought you 'The Witcher' or 'Neverwinter Nights'.
Among us there are also team members who are working as Software Engineers in huge corporations.
Our team has been working together for over half of a year and the years-long experience we've gathered allows us to persistently move towards our goal, a completed Gloria Victis.
The main aspects of the game that should respond to specific targets are:
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.
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