Testserver Patch Notes - Percival Update

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    • Testserver Patch Notes - Percival Update

      Percival Update

      Features

      Solo Randomized Dungeons
      Randomized Dungeons balanced for solo players will now appear throughout the open world, and will be distinguishable from group randomized dungeons by their portal-like appearance. As with their group counterpart, higher-tier solo dungeons can also be accessed via special Dungeon Maps, which can be obtained from mob drops or bought from other players through the Marketplace.

      New Character Customization Options
      Players now have a larger number of customization options for their characters, including numerous hair, beard, face, and underwear options. Character appearance can now be updated at any time, from anywhere in the world.
      For more details on character customization, please see this forum post: forum.albiononline.com/index.php/Thread/112754

      Mount Skins
      Mounts skins can now be used to alter the appearance of a player's active mount. Once unlocked, a mount skin can be used permanently by all characters on an account, and is bound to the account. With Percival, numerous rare mounts will be converted to skins, and additional new mount skins will be available for Gold at the Vanity Merchant.

      For more details, including a list of pre-Percival mounts that will be converted to skins, please see this forum post: forum.albiononline.com/index.php/Thread/112754

      New Mobs and Shrines
      New mob types have been added to solo and group Randomized Dungeons, across all mob factions. These include new trap- and nest-type opponents, as well as environmental hazards like explosives. Solo Randomized Dungeons introduce small combat shrines, which give a random combat buff to the first player who activates them, offering advantages for both PvE and PvP.

      New Weapon Skills
      Seven new skills have been added to a range of player weapons:
      • Axes: Spinning Blades
      • Frost Staffs: Ice Shard
      • Hammers: Ring of Tar
      • Nature Staffs: Rejuvenating Breeze
      • Quarterstaffs: Rising Blow
      • Spears: Impaler
      • Swords: Parry
      Upgradeable Bank Tabs
      Additional tabs can now be added to both personal banks (i.e. those found in cities) AND guild / territory vaults, with the following specifications:
      • City Banks: up to 14 additional personal tabs can be purchased for Silver
      • Guild Banks: up to 14 additional personal tabs AND 14 additional guild tabs can be purchased for Silver
      • Territory Banks: new private tabs are not available, but 5 guild tabs can be purchased for a total of 14 tabs
      • Homeplot Banks are now set up the same as Guild Island Banks (same total weight and number of slots)
      • Siege Camps and Guild City Banks do not receive any additional tabs
      • The first personal bank tab is always the first to open in banks and guild vaults
      New Achievements
      New achievements have been added to the game based on Randomized Dungeons and Customization.

      Improvements
      Audio Improvements
      • Polished and updated all player spell effects for Quarterstaffs, Axes, Spears, Daggers, Hammers and Maces according to spell intensity
      • Master Volume fader has been added to Audio settings UI
      • Added new voiceovers to the Artifact Foundry NPC
      Other Improvements
      • Character appearance has been greatly improved for unclothed male and female character models
      • New language channels have been created for every supported language - players will join the channel that matches their client language
      • Date formats can now be set via the "Language" UI
      • Up to five emotes can now be assigned to Hotkeys in the Settings menu
      • Reworked character location markers and random dungeon markers on worldmap
      • Players can now choose whether to automatically transfer newly-purchased items directly from the Marketplace to their inventory (in cases where inventory is full, items will be sent to the "Completed" tab as normal)
      • New terrain and level templates created for Solo Randomized Dungeons have been added to Group Randomized Dungeons as well
      Changes
      Crystal and City GvG Changes
      Crystal Realm GvGs are now available between seasons as well. These between-season fights still offer loot and rewards, but of course do not generate season points.

      The threshold for which money invested in 20v20 city GvGs is returned has been adjusted from 149 points to 195 points. Since points are scored on a subtractive basis, this means that attackers now need to score fewer points to get their invested Silver back. Additionally, the match length for city GvGs has been increased from 25 minutes to 30 minutes.

      City GvGs have been added to the list of practice GvG "scrims" available. To initiate a practice city fight, one party of 20 must invite another party of 20 using the regular chat commands (see here [forum.albiononline.com/index.php/Thread/86776] for more info). The new map name is "city".


      Mob Changes

      Higher-tier mobs now have more armor instead of more health to compensate for the player's Reaver bonus damage. This means player damage dealt to mobs will be more or less equal across tiers - for example, if you deal 100 damage versus a tier 4 mob you will deal 90 damage versus a tier 8 mob. Previously, if you dealt 100 damage versus Tier 4 you would deal 400 damage versus Tier 8.

      Along with this change, the damage of poison potions versus mobs has been reduced to one-third of its previous value. Other mob changes:
      • Fame rewarded by standard open-world ("roaming") mobs has been increased by 25%
      • It is no longer possible to prevent Siphoning Mages from casting their Iceblock spell
      • The Undead Reaper's Summoned Shades will no longer die after their target leaves their follow range, but their health and damage will both be decreased
      • The Keeper Earth Aspirant now uses her spells sooner after summoning her aides
      • The Morgana Elite Demon Prince now correctly summons Tier 8 portals and demons when he himself is Tier 8
      • The Morgana Archfiend will now use his spells as intended
      • The Rhino has evolved and managed to learn Charge, a dash at its current target
      Mount Changes
      • Guild Warhorses now grant their original gold cost when salvaged
      • Adjusted the crafting recipes for Spectral Bonehorse (now requires a T8 Riding Horse + the T8 Upgrade item) and T8 Morgana Nightmare (now requires a T8 Armored Horse + the T8 Upgrade item)
      • Morgana Mare and Bonehorse skin-unlock items can no longer be crafted at the stables, and have been moved to the Vanity Store
      • Clicking a mount multiple times to get into mounted state no longer cancels the initial mounting action
      Other Changes
      • Removed Item Power cap for Blue and Yellow Zone open-world clusters, including all fixed and randomized dungeons within those clusters
      • Increased the Fame reward from chests in 2v2 Hellgates
      • Disabled furniture placement on entrances to random dungeons, as well as some small dungeon entrances that were missed with the last patch
      Combat Balance Changes
      For a WIP list of combat balance changes coming with the Percival update, please see the NDA Balance Tests forum thread: forum.albiononline.com/index.php/Thread/73808

      Fixes

      • Fixed an issue where, after crafting an item, the crafting UI would reset to the top
      • Fixed an issue where changing to equipment with a cooldown-reducing buff could be incorrectly used to shorten an existing cooldown - ADDED 3 JULY
      • Fixed an issue where attempting to switch equipment with high ping would lock spells in cases where switching equipment is not allowed
      • Fixed missing GvG connection between home territory and farm territory in Elmcopse
      • Corrected the cooldown modifier in the Royal Banner tooltip description
      • Fixed inconsistent display of Focus points between crafting and studying UI
      • Fixed an issue with sorting by category and enchantment level in the Marketplace UI
      • Fixed an issue where onscreen nametags would sometimes disappear when offscreen nametags were turned off
      • Fixed an issue where using mount spells caused durability loss on boots - it now causes durability loss on the mount as intended Reworded: Fixed an issue where using mount spells caused durability loss on boots
      • Fixed an issue where players with "visitor access" level could add other players to the "no access" list
      • Fixed an issue where character nametags would appear on top of UI windows in areas with many players
      • Numerous additional visual, animation, audio, terrain, and localization fixes

      The post was edited 1 time, last by Dagother ().

    • SHARKY wrote:

      I’ve got a blackscreen after exiting SRD. I’ve never had a blackscreen before with AO.
      Thanks, should be good now but if it happens again let us know.


      Robinhoodrs wrote:

      Still no conformation on the nameplates resetting in a party every time you zone.

      *sigh*

      Also I see the NDA playtest did nothing based on feedback on the new Hammer 'W' spell, well that's a letdown and dead on arrival. Sucks tbh.
      Unfortunately there's no easy and quick fix for party frames and I can't give any ETA but we'll try to fix it as soon as possible - but as there are lots of UI features coming with Percival and GvG Season content patch afterwards, it will have to wait a bit longer.
    • Robinhoodrs wrote:

      Only two mount skins that are worth while, I was expecting sooooo much more than this, please tell me there's skins you haven't added to the test server and are keeping hidden for a surprise?

      If this is all we got after 3 months of it being worked on for skins, I'm very very disappointing.
      There will be more skins coming after release of Percival but at release there won't be more than those currently available on test server.
    • PrintsKaspian wrote:

      Solo Randomized Dungeons
      Randomized Dungeons balanced for solo players will now appear throughout the open world, and will be distinguishable from group randomized dungeons by their portal-like appearance. As with their group counterpart, higher-tier solo dungeons can also be accessed via special Dungeon Maps, which can be obtained from mob drops or bought from other players through the Marketplace.
      well, tried extensively in this first day the SRD, and they are quite not worth it.

      Low ammount in the map (it was said 30~40 per map, i found more GRD than SRD mostly). I don't think 30~40 is okay, its too much, but the ammount there is now is a bad joke. Consider having at least 10 per map.

      The fame is way too low. Map 7.0 giving 1.5k fame per big monster and 400~700 per small ones... Not good at all.
      In this matter, raise difficulty (monsters die easy, no challenge at all with low tier set) and fame given. I'd say 50% more difficulty and fame will make this balanced.


      One last thing: The shrines.
      The buffs are VERY strong, and that is nice and all, but the time it stays active just makes them not usefull against what i believe they are supposed to work, against gankers.
      Very low duration, 1 minute is nothing.
      My suggestion: half effect on all of them, double the time active.
      Another suggestion: Makes it 1/3 effect, 3 times the time active. The same duration as GRDs.

      The post was edited 1 time, last by ImaDoki ().

    • I've spent about an hour doing SRDs in BZ T7. Lots of fun - loving them.

      I also thought that there weren't many to find, but then I'd come across several, all in a bunch.

      I have to admit I was expecting more fame though. I got around 300k from 4 dungeons (75k each). Certainly not whining, just commenting. I'm enjoying them a lot.


      @Dagother right before I got the black screen yesterday, I was getting really bad animation lags while fighting the final boss. I resorted to setting everything to low, but this didn't seem to help much. Was this all part of the black screen issue that followed, and was it server-side?
    • SHARKY wrote:

      I've spent about an hour doing SRDs in BZ T7. Lots of fun - loving them.

      I also thought that there weren't many to find, but then I'd come across several, all in a bunch.

      I have to admit I was expecting more fame though. I got around 300k from 4 dungeons (75k each). Certainly not whining, just commenting. I'm enjoying them a lot.


      @Dagother right before I got the black screen yesterday, I was getting really bad animation lags while fighting the final boss. I resorted to setting everything to low, but this didn't seem to help much. Was this all part of the black screen issue that followed, and was it server-side?
      I like the new mobs and stuff, fame feels low and loot is hard to evaluate with testserver black market but it looked fun.
      I also looted 2 maps from 3 dungeon runs, I hope .2 &.3 maps market will become a thing.

      However about the new skills and general combat balance, I'm quite concerned.
    • skillazor wrote:

      PrintsKaspian wrote:

      Mob Changes


      Fame rewarded by standard open-world ("roaming") mobs has been increased by 25%
      if u really want make them usable for fame farm, make that only roaming mobs could drops solo RD maps.
      why?

      You can already chain both (Roaming mobs + sRD)... plus I got a couple of solo maps from hidden treasures. It only makes sense for me to triple-chain SRD + Roaming Mobs + Hidden Treasure (+ solo PVP).

      The roaming mob +25% fame buff felt really nice.