[Updated] Testserver Patch Notes - Nimue Patch #7

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    • [Updated] Testserver Patch Notes - Nimue Patch #7

      **NOTE: THIS PATCH MAY REVERT TO AN OLDER VERSION ON STAGING BEFORE BEING DEPLOYED TO LIVE. ALL CHANGES SHOULD BE CONSIDERED WORKS IN PROGRESS AND NOT FINAL.** Final patch notes will be published when this patch reaches the live server.

      Nimue Patch #7 - Ver. 1.13.369 / REV 135613 - Staging Version 07 February 2019

      This patch includes deployment of Easy Anti-Cheat, a well-known cheat-detection program used by numerous online games. This tool will provide an additional layer of security against cheaters, botters, and other unwelcome participants, and will help keep the playing field fair and level for all players. For more info on Easy Anti-Cheat, please see this forum post: [UPDATED] Easy Anti-Cheat is Coming with Patch 7

      Improvements

      • Performance improvements for aura spells to make spell detection more accurate and improve combat performance
      • Improved visual feedback for all sword skills - impacts now include a brief white glow for improved visibility
      • Updated audio effects for Meditation, Revitalize, Time Freeze, and Battle Rush
      • [Android/iOS] Optimized audio load settings to improve audio stability for mobile devices
      Balance Changes

      NOTE: As always, these changes are still in progress, and may be updated or removed with the final patch. The final list of balance changes will be published with the patch release.

      Arcane Staffs:
      • Frazzle (all Arcane Staffs)
        • Damage Taken Increased: 40% -> 30%
      • Time Freeze (Great Arcane Staff)
        • The freeze can't be cleansed anymore
        • Duration: 3.5s -> 3s
      Axes:
      • Rending Strike (all Axes)
        • Energy cost: 3 -> 2
        • Healing Reduction per stack: 7% -> 5%
        • Hit Delay: 0.4s -> 0.2s
        • Standtime: 0.4s -> 0.3s
      • Rending Swing (all Axes)
        • Hit Delay: 0.2s -> 0.3s
        • Energy cost: 2 -> 3
        • Healing Reduction per stack: 7% -> 5%
      • Deadly Chop (all Axes)
        • Damage: 174.04 -> 152.00
      • Adrenaline Boost (all Axes)
        • Movement Speed Increase: 40% -> 50%
        • Damage Increase: 20% -> 25%
      • Removed the ability Battle Frenzy (all Axes)
      • Added the new ability: Battle Rush
        • Charge toward a target (ally or enemy). Enemy Healing Received is reduced 20% for 4s in a 5m radius. Ally Healing Received is increased by 20% for 4s in a 5m radius.
      Bows:
      • Enchanted Quiver (Bow)
        • Auto Attack Damage Increase per stack: 25% -> 35%
      • Magic Arrow (Warbow)
        • Projectile Speed: 15.33 m/s -> 16.08 m/s
      Cursed Staffs:
      • Cursed Sickle (all Cursed Staffs)
        • The ability is reworked to a skillshot with a boomerang-like trajectory.
        • Cooldown: 3.5s -> 5s
      Daggers:

        • Sunder Armor (all Daggers)
          • Hit Delay: 0.2s -> 0.1s
          • Standtime: 0.4s -> 0.2s
        • Slit Throat (Dagger Pair)
          • 430.74 -> 443.05
        • Lunging Stabs (Bloodletter)
          • Damage for targets below 40%: 306.63 -> 330.00

      Fire Staffs:
      • Replaced the spell Fire Bomb (Q-Slot)
      • Added new spell Burning Field (Q-Slot)
        • Sets the ground in a 3m radius for 4s on Fire. Dealing magic damage on ignition and additional damage for enemies inside the area. This is a ranged spell, which you can cast on the ground.
        • Cooldown: 0s -> 5s 4s

      Hammers:
      • Power Geyser (all Hammers)
        • Hit Delay: 0.6s -> 0.45s
      • Grasp of the Undead (Tomb Hammer)
        • Reworked the ability: A giant Undead Hand comes out of the ground, hitting enemies in a 2.5m radius. Dealing 110 physical damage and stunning for 2.9s.
        • Cooldown: 15s -> 14s
      Holy Staffs:
      • Desperate Prayer (Holy Staff)
        • Max Heal Value: 177.69 -> 200.00
        • Cooldown: 20s -> 18s 17s 15s
      • Salvation (Fallen Staff)
        • Radius: 6m -> 5m 5.5m
      • Celestial Sphere (Redemption Staff)
        • Max Number of Jumps: 14 -> 8 10
        • Heal per Jump: 51.5 -> 80.00
      Nature Staffs:
      • Rejuvenation (all Nature Staffs)
        • Heal per tick: 7.75 -> 7.9
      • Revitalize (all Nature Staffs)
        • Instant Heal: 57.59 -> 75.00
        • Removed the Heal Over Time effect, instead it now instantly restores 15 energy of the target
        • Cooldown: 7s -> 10s
        • Energy cost: 9 -> 10
      • Circle of Life (Nature Staff)
        • Zero Charge Heal: 56.62 -> 91.00
        • One Charge Heal: 90.60 -> 114.00
        • Two Charge Heal: 135.89 -> 148.00
        • Three Charge Heal: 192.52 -> 193.00
      • Ruthless Nature (Blight Staff)
        • Cooldown: 30s -> 25s
        • Heal per Tick: 29.50 -> 33.00
        • Energy cost: 18 -> 15
      Quarterstaffs:
      • Separator (Quarterstaff)
        • Cooldown: 20s -> 15s
        • Energy cost: 17 -> 13
      • Hurricane (Iron-Clad Staff)
        • Doesn't knock mobs away anymore
        • It interrupts Mob spell casts instead
        • Damage per tick: 23.20 -> 32.00
        • Cooldown 100 IP: 23.8s -> 36s
        • Cooldown 1700 IP: 19s -> 20s
      • Overpower (Double Bladed Staff)
        • The ability was renamed to Crescent Slash
        • Reworked the Overpower animation, it is now a jump with a fixed duration
        • Cast Range: 11m -> 15m
        • Standtime: 0s -> 0.3s
        • Damage: 69.64 -> 80.00
        • Radius: 5m -> 6m
      Spears:
      • Inner Focus (all Spears)
        • Movement Speed Increase per stack: 6% -> 10% 8%
        • Buff Duration: 5s -> 6s
      • Reckless Charge (one handed Spear)
        • Range: 11m -> 13m
      Swords:
      • Heroic Strike (all Sword)
        • Heroic Charge now also gives a 10% Attack Speed Bonus per stack
        • Standtime: 0.4s -> 0.3s
      • Heroic Cleave (all Swords)
        • Reworked the ability:
        • Deals physical damage to all enemies in a 5m 6m radius around you.
          Creates one Heroic Charge, if you hit at least one enemy.
          Creates two Heroic Charges if you hit three enemies or more.

          Each Heroic Charge increases your move- and attack speed by 10% for 6s. (stacks up to 3 times)
      • Iron Will (all Swords)
        • While the buff is active the caster becomes now immune to purges
        • Activating this ability doesn't give an extra Heroic Charge stack anymore
        • Resistance Increase: 25% -> 35%
        • Duration: 5s -> 4s
      • Mighty Blow (Broadsword)
        • The ability now jumps towards the target.
        • Range: 3m -> 8m 10m
        • Hit delay: 0.4s -> 0.3s
        • Standtime: 1s -> 0.8s
        • Damage: 267.84 -> 276.00
        • Removed the Resistance Increase Resistance Increase: 0.36 -> 0.24
        • Energy cost: 14 -> 11
      • Spinning Blades (Dual Swords)
        • Max Hitpoint Damage: 5% -> 8%
      • Soulless Stream (Galatine Pair)
        • Max Hitpoint Reduction: 10% -> 6%
      Armors:
      • Purging Shield (Mage Robe)
        • Cooldown: 60s -> 45s
        • Duration: 6s -> 5s
        • Energy cost: 12 -> 10
      • Life Steal Aura (Hellion Jacket)
        • Now also increases Healing Received by 10%
        • Duration: 10s -> 8s
      • Windwall (Knight Armor)
        • Cooldown: 40s -> 30s
      • Force Shield (Judicator Armor)
        • Resistance Increase Factor: 0.35 -> 0.32
      Helmets:
      • Ice Block (Cleric Cowl)
        • Cooldown: 60s -> 40s
      • Inner Corruption (Cultist Cowl)
        • Cooldown: 50s -> 30s
      • Meditation (Assassin Hood)
        • Channel Duration: 2s -> 3s
        • Max Cooldown Reduction: 10s -> 15s
      • Growing Rage (Royal Hood)
        • Damage Increase per stack: 10% -> 8%
      • Stoneskin (now available on all Plate Helmets)
        • Removed the damage and healing penalty. It is now a straight resistance increase
        • Resistance Increase: 60% -> 50%
      • Emergency Heal (Now only available on Guardian Helmets)
        • Reworked the ability:
        • Instantly heals 10% of your max health and removes any damage over time effects.
        • Cooldown: 60s -> 40s
        • Instant Heal: 5% -> 10%
      • Electric Discharge (Judicator Helmet)
        • Cooldown: 60s -> 45s
        • You can now keep moving durating the activation of this skill
      Shoes:
      • Vengeful Sprint (Hellion Boots)
        • Damage Increase per stack: 5% -> 4%
      • Defensive Sprint
        • Removed from Graveguard Boots
        • Added new ability Battle Frenzy instead:
          • Increases your movement speed by 80% and makes you immune to any movement impairing effects for 5s. Does not make you immune to forced movement effects like knockbacks.


      Passives:

      • Efficiency (Cloth Armors)
        • Energy cost Reduction: 8% -> 12%
      • Efficiency (Cloth Helmets & Shoes)
        • Energy cost Reduction: 3.5% -> 6%
      Offhands:
      • Normal Shields:
        • Crowd Control Resistance Factor: 0.36 -> 0.60
      • Mistcaller:
        • Cooldown Reduction: 15% -> 14% (on 1700 IP)
      • Leering Cane:
        • Cooldown Reduction: 0% -> 6% (on 1700 IP)
      • Eye of Secrets:
        • Max Energy Factor: 0.4 -> 0.5
      • Muisak:
        • Now increases Damage and Healing significantly, but also increases energy costs.
        • Bonus Damage: 20% (on 1700 IP)
        • Bonus Healing: 20% (on 1700 IP)
        • Energy Cost Increase: 25% (on 1700 IP)
      • Taproot:
      • Max Health Factor: 0.5 -> 0.42
      Capes:
      • Heretic Cape
        • Root Duration: 4s -> 6s
      • Keeper Cape
        • Health Threshhold for activation: 60% -> 70%
        • Cooldown: 100s -> 80s (on 1300 IP)
      • Lymhurst Cape
        • Cooldown: 120s -> 130s (on 1300 IP)
      • Martlock Cape
        • Cooldown: 140s -> 160s (on 1300 IP)
        • Bonus Defense: 66.66% -> 50%
      • Thetford Cape
        • Damage (80.44 -> 92.00)
      • Undead Cape
        • Health Threshhold for activation: 20% -> 25%
      Mounts: GALLOP BONUSES REWRITTEN 14 FEB TO MORE CLEARLY DESCRIBE THE INCREASE]
      • Ox:
        • Base Speed: 35% -> 40%
      • Pest Lizard:
        • Base Speed: 120% -> 110%
      • Morgana Nightmare / Spectral Bonehorse:
        • Gallop Bonus: 60% -> 58% Gallop Bonus: 125% -> 123%
      • Direwolf Mounts (includes special mounts with the same stats)
        • Gallop Bonus: 55% -> 45% Gallop Bonus: 140% -> 130%
      • Spectral Bat / Husky:
        • Gallop Bonus: 65% -> 57% Gallop Bonus: 140% -> 132%
      • Moabird Mounts:
        • Gallop Bonus: 65% -> 57% Gallop Bonus: 135% -> 127%
      • Cougar Mounts:
        • Gallop Bonus: 50% -> 45% Gallop Bonus: 130% -> 125%
      • Rageclaw:
        • Gallop Bonus: 65% -> 52% Gallop Bonus: 145% -> 132%
      • Husky Sled:
        • Gallop Bonus: 55% -> 53% Gallop Bonus: 125% -> 123%
      Misc:
      • Base Max Hitpoints: 1000 -> 1200
      • (This increases the general Hitpoint pool by 20%)
      • Base Movement Speed: 4.8 m/s -> 5.5 m/s
      • In-Combat Duration: 30s -> 20s
      • Cap for Auto Attack Max Damage Increase: 200% -> 300%



      Fixes
      • Spell and buff fixes:
        • The Hellgate buff can no longer be purged
        • Empowering Beam buffs are now more secure for the duration of the spell
        • Battle Frenzy is no longer resistant to silencing
        • Fixed an issue where Tackle could be resisted by the target after the initial hit
        • Fixed 2 issues with Reckless Charge: one where the displacement effect was incorrectly resisted, and another where it would strike twice instead of once
        • Mortal Agony now reveals stealthed characters as intended
        • Field of Death now reveals invisible characters under Mark of Sacrifice as intended
        • Battle Frenzy no longer offers immunity to Wind Wall
        • Royal Banner now increases normal attack speed and reduces cooldowns as intended
      • Improved tooltips for various abilities, clarifying spell behavior and/or adding missing information
      • Corrected jump and roll animations for male characters - offhand weapons now stay attached to hand
      • Fixed an issue where the tooltip for Silver costs in the crafting UI was not displayed correctly
      • Regional production bonus UI now displays only valid items
      • Additional minor graphical, UI, animation, texture, terrain, audio, and localization fixes
      [Update 8 Feb] Easy Anti-Cheat will be included in Patch 7, and is already part of this Testserver patch. The patchnotes have been updated to reflect this.
      [Update 12 Feb] Added audio improvements for mobile devices to Improvements section.
    • Are the invulnerability bubble's length, for entering zones, being adjusted with increased movement speeds in mind?

      The bubble already feels overly generous and increased speed just means an even more limited engagement area for PvPers.
      Demon Lord - UwU
      CANCEL PIDDLE
    • Piddle wrote:

      Are the invulnerability bubble's length, for entering zones, being adjusted with increased movement speeds in mind?

      The bubble already feels overly generous and increased speed just means an even more limited engagement area for PvPers.
      The bubble disappears once you are a certain distance away from the zone entrance (regardless of the timer), so increased movement speed shouldn't have an effect on this.
    • I have 3270HP on test server, but on the main game with the same gear I have 2809(a little higher spec on main game) as you can see below, so close to a 400HP difference compared to the 200HP mentioned in the notes? Am I missing something here?


      Main server:


      Test server:
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      Use my link & code 'ROBIN' for 20% off any plan!
      exitl.ag/robin
      youtube.com/c/robinhoodrs
    • I think this is incorrect :

      Spectral Bat / Husky:
      • Gallop Bonus: 65% -> 57%
      as Spectral Bats /Huskey get 60% currently added to their regular move speed ( 85 + 60 = 145 )

      Besides can you tell us why you make it so complex, nobody knows by reading the patchnotes which mount will be the fastest without looking up the Move Speed Bonus and adding the Gallop Speed on top - why not show it like this :

      Spectral Bat / Huskey :
      • Gallop Speed : 145% -> 142%
    • KickinMACHINE wrote:

      Robinhoodrs wrote:

      I have 3270HP on test server, but on the main game with the same gear I have 2809(a little higher spec on main game) as you can see below, so close to a 400HP difference compared to the 200HP mentioned in the notes? Am I missing something here?
      @Robinhoodrs
      Mentioned 200hp was a basic hp upgrade (when u're naked) so it will be 1000->1200. General HP pool was meant to be 20% higher
      I don't understand 20% would still be just 200 HP more and not 400 - so were are those 400 comming from when wearing gear like Rob showed ...
    • KickinMACHINE wrote:

      Skitted wrote:

      I don't understand 20% would still be just 200 HP more and not 400 - so were are those 400 comming from when wearing gear like Rob showed ...
      Dude 120% of 1000 is 1200. 120% of 2,5k hp will be 3k, which part u dont understand?
      20% from base 1000 HP and 20% of total health are different numbers.

      Changelog says -

      Base Max Hitpoints: 1000 -> 1200, in that case it should not give you 400 HP+ -. Only 200 as bonus HP, if we don't count food buff.

      We got two variants.
      1. It is a bug. In that case it will be fixed.
      2. It is planned changes, just with wrong description in NDA. In this case - it will affect Albion world more catastrophically than i thought at the beginning.
      Youtube/Equart
    • Equartus wrote:

      KickinMACHINE wrote:

      Skitted wrote:

      I don't understand 20% would still be just 200 HP more and not 400 - so were are those 400 comming from when wearing gear like Rob showed ...
      Dude 120% of 1000 is 1200. 120% of 2,5k hp will be 3k, which part u dont understand?
      20% from base 1000 HP and 20% of total health are different numbers.
      Changelog says -

      Base Max Hitpoints: 1000 -> 1200, in that case it should not give you 400 HP+ -. Only 200 as bonus HP, if we don't count food buff.

      We got two variants.
      1. It is a bug. In that case it will be fixed.
      2. It is planned changes, just with wrong description in NDA. In this case - it will affect Albion world more catastrophically than i thought at the beginning.
      • Base Max Hitpoints: 1000 -> 1200
      • (This increases the general hitpoints pool by 20%)



      FYI as mentioned in the OP test server will be reverted to older version soon and we'll get patch#7 deployed again as soon as possible, no ETA tho.
    • Equartus wrote:

      @Dagother

      • Base Max Hitpoints: 1000 -> 1200
      • (This increases the general hitpoints pool by 20%)
      Base max hitpoints and general hitpoints - are different final numbers.

      It is two blatant contradictions. That's why NDA changes are very confusing.
      Base max hitpoints is basically tied to the amount of HP you get but I agree it might be confusing, lemme summon @Retroman :S