Changelog since Winter Alpha!

This site uses cookies. By continuing to browse this site, you are agreeing to our Cookie Policy.

  • Changelog since Winter Alpha!

    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!

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

  • Bercilak wrote:

    These is a short overview of all the changes we implemented during the last three months.

    • New Spell Mechanics: We added new spell functionality (pull mechanics)






    Can you grace us and enlighten the community as to exactly what the "pull mechanics" can do.

    You have previously stated that in order to kill a player (Hypothetical Equal Tier of gear/skill/hp) - You have stated that it would be designed or what have you that it would require at least a 2 player advantage over one player to get quote unquote ganked/zerged..

    With this pull mechanic what stops me or any (generally skilled player) from timing our attack ever so perfectly and dragging our opponent to a surely 1v1 doom and taking his splendors then returning to my guild cluster?
  • Bercilak wrote:

    These is a short overview of all the changes we implemented during the last three months.
    • 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.





    Worked very well considering most everyone who isnt casual hates this but it is a necessary evil.

    At least now killing those who are much much weaker will still be semi profitable as everything you just broke in their gear is in silver instead of damaged items.
    A reward for killing noobs ;). Makes me lick my chops wondering how many unsuspecting players I can farm silver off of. And if this silver is more profitable than the old skeleton archers outside of town :D
  • Bercilak wrote:

    Learning Points and Crafting Endurance


    It's nice to be able to get those points when we're offline, but it doesn't make sense to be offline for 15 days and coming back to find them accumulated right? What's the point in playing then?
    So I thought about this, how about you get 100% accumulated points for 24 hours after logging out, after the 24h passed you get -50% accumulated points for another 72 hours and after those 4 days you get nothing, to encourage you to at least log in once every day! Makes more sense that way I think, thoughts? :P
  • ​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).


    Is this gone work like in ArcheAge with the labor-points. Because if it is that’s a horrible idea..... so that you have to spend money to regenerate your points... hated that... but that’s properly just me
  • elshobokshy wrote:

    Bercilak wrote:

    Learning Points and Crafting Endurance


    It's nice to be able to get those points when we're offline, but it doesn't make sense to be offline for 15 days and coming back to find them accumulated right? What's the point in playing then?
    So I thought about this, how about you get 100% accumulated points for 24 hours after logging out, after the 24h passed you get -50% accumulated points for another 72 hours and after those 4 days you get nothing, to encourage you to at least log in once every day! Makes more sense that way I think, thoughts? :P



    Higher tiers will take more than 24hours to complete the "Fame Grind" to be able to unlock this....

    Consider this. I submit to you my friend, What if this player needs such a glorious amount of "Learning Points" "Training Points" etc.... Instead of waiting for weeks and weeks for the 1000 Points to get to T8 Plate Armor he logs off for a vacation from Albion Online (Doesn't Make sense already NO ONE LOGS OUT EVER)

    But anyway to the point. I can just log out for 1 day and get more done in that logged out day than ever possible waiting on my Arse for the tides to change in game and my points to unlock the armor



    As to my previous post @elshobokshy Bercilak has stated in the past that they didn't necessarily want there to be the ability to kill a player 1v1 you should be able to run away and them not catch you.... But if I can pull them back it does stray from what he previously stated. Wanted a clearer view of how this ability can operate

    edit: not to hold anyone over the fire (bercilak) hehe

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

  • adfasdfasdasdf wrote:

    elshobokshy wrote:

    Bercilak wrote:

    Learning Points and Crafting Endurance


    It's nice to be able to get those points when we're offline, but it doesn't make sense to be offline for 15 days and coming back to find them accumulated right? What's the point in playing then?
    So I thought about this, how about you get 100% accumulated points for 24 hours after logging out, after the 24h passed you get -50% accumulated points for another 72 hours and after those 4 days you get nothing, to encourage you to at least log in once every day! Makes more sense that way I think, thoughts? :P



    Higher tiers will take more than 24hours to complete the "Fame Grind" to be able to unlock this....

    Consider this. I submit to you my friend, What if this player needs such a glorious amount of "Learning Points" "Training Points" etc.... Instead of waiting for weeks and weeks for the 1000 Points to get to T8 Plate Armor he logs off for a vacation from Albion Online (Doesn't Make sense already NO ONE LOGS OUT EVER)

    But anyway to the point. I can just log out for 1 day and get more done in that logged out day than ever possible waiting on my Arse for the tides to change in game and my points to unlock the armor


    Well honestly if someone logs out for that much time he's not really serious about playing in the alpha in my opinion as it's only 30 days :P

    @adfasdfasdasdf I see, in that case yes we need more details about it I agree ;)

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