These is a short overview of all the changes we implemented during the last three months.
- New Spells: We doubled the amount of spells available.
- New Spell Mechanics: We added new spell functionality (skillshots, knock back, pull mechanics and some more)
- Anti Zerg Spells: We added spells where the damage increases significantly the more targets you hit! So clustering on one spot is now a bad option combined with the genreal increase of GTAoE spells.
- Missions: You can now do Combat, Crafting, Gathering and Transport Missions which will reward you with Silver and increase your standing with one faction.
- Factions: We added 4 factions: Royals, Undead, Disciples of Morgana, Keepers of Albion. Doing missions for these them will increase your standing and you will be able to buy special faction gear. (FYI: This will be patched during the Alpha test)
- Hellgates: albiononline.com/en/news/hellgates-dev-blog
- Reforging: At the repair station you can not only repair and salvage items but also reforge them. Reforging means for a small silver fee you can change the spells on an item
- Learning Points: To unlock an Item on the destiny board you need to spend learning points. Learning points do regenerate over time, also when you are not logged in.
- Crafting Endurance: Crafting items costs "crafting endurance". You can decrease the amount of endurance it costs by climbing up the appropriate mastery levels of an item. We are also adding items which will allow you to get new "crafting endurance" ingame. They also regenerate over time (also when you are logged off).
- Destiny Board Rework: The mastery levels got a new UI and more significant bonuses and unlocks. (e.g. If you master the 1-handed sword this may also give you bonuses for other "bladed" weapons.)
- Enchanted Weapons: We doubled the amount of items. They are meant as a horizontel progression.
- Example: You can have a "Tier 5; Level 5 Item" This item needs only T5 resources but some very special new resources which are harder to get then just gathering them in the world. A "Tier 5; Level 5" is as powerful as a "Tier 8; Level 2" item.
- Building capacity: buildings now have a maximum capacity for crafting. this capacity regenerates over time. this is to have a reason to have the same building multiple times
- New Resources: We added a bunch of new resourecs which are required to craft the new "Enchanted Weapons"
- Normal resources: can be gathered in the open world, They now exist in 6 rarity levels. Higher Rarity is needed for higher level weapons.
- Gems: (Destruction, Manipulation, Protection) drop from Bosses
- Souls: (Warrior, Hunter, Mage): drop from Hellgate Demons
- Essences: (Warrior Hutner Mage): are found in special essence territories which contain ancient shrines where essences can be gathered
- Relics: Relics (Destruction, Manipulation, Protection) are found at open World PVP locations (currently castles; more will be added later)
- Scouting; Notification of players in a cluster: In yellow zones it is shown how many hostile players are in an area! In green zones we show how many friendly players are in an area. In red zones we shot you nothing about who is in a zone. Dungeons have the same ruleset as the cluster (green, yellow, red) they are in.
- Minimap Zerg: Groups larger than 5 are marked on the minimap (this is a testing value which may be increased)
- Gold Market: We implemented a gold market which allows the trading of gold for silver (and vice versa)
- Swap Transactions: If there is too much gold on the market there is a global discount on silver costs and a silver pool is build out of the silver sinks (repair, transmutation, quality improvements) with which excess gold is removed from the market.
- Silver requirements removed from crafting and farming/planting
- Seeds Trader: On your private island there is a "Seed Trader" selling you seeds and baby animals.
- Gold Slider removed: Due to the pay2win discussion we removed the gold slider. Know you would have to change your gold for silver on the market and trade with other players
- Name Tags: We gave you more options to customise the name-tags of players so in a huge fight they don't take over.
- Mini Bosses in Dungeons: We have added Mini-Bosses into Dungeons. They are tougher enemies then their normal counterparts.
- Patrols in Dungeons: We added patrols into dungeons where you may have to wait in the one or other situation to not pull too many.
- New Biomes: Grassland (T1 - T4), Badlands (T5 - T6), Deadlands (T7 - T8).
- Market Place: Silver does not need to be collected anymore from the market place!
- New Bossfight: Earthmother
- Refining: Resource refining requires a lower tier resource. This way even T2 still is viable for the overall economy and does not become a "throwaway resource no one cares about".
- Refining II: In combination with Learning Points and Crafting Endurance, refnining will now be its own profession. it is not advised to do both as a crafter (refining & crafting items); you should focus on one thing!
- Guild Leader: There is a mechanism to promote someone else to guild leader if the guild leader quits the guild
- GVG: We rebalanced GvG scoring
- GVG: GvG fights over resource territories have a new placement of orbs; also only 3 orbs seperated over the map
- GvG: It is shown on the minimap if Orbs/Monoliths are captured
- Durability: Rebalanced durability for items to last much longer in normal use
- Small combat mechanics improvements: e.g. like cooldown & cast speed reduction also affecting spells if the buff is applied during a cast/cooldown period
- HP regeneration: While being "in combat" there is no HP regeneration
- Dead Player Scouting: When you are dead, you can NOT see what is happening around you anymore
- Minimap: Party Members are shown on the minimap
- Line of Sight: You can not shoot through walls anymore
- New Worldmap: We added around 30 new clusters/areas to the world.
- Flagging: Can't flag hostile in safe zones, can't enter safe zones while being hostile, but made switching from hostile to friendly much faster (unless you recently attacked someone)
- Yellow Zone PvP Death Penalty: When you get killed by another player in a yellow zone. You get knocked down and you can stand up X seconds later. Your equipment looses durability. A part of this durability loss is left as loot for the attacker in the form of silver.
- Gear Durability: The durability of your gear affects your stats!
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