Alpha Update - First Week - Whats going on?

  • Alpha Update - First Week - Whats going on?

    Dear Founders,

    We've had a tremendous start to Summer Alpha! So many of you have come and want to try the game that we've seen user numbers spike to new record highs. We're very happy about this, but such success comes with a downside. The servers have been in under heavy pressure since Alpha start and the team is working tirelessly day and night to fix the issue! To give you an idea what is going on I'll try to explain a little what we are doing at the moment and what you can expect for the rest of Summer Alpha.

    Right now we have the problem that something in our server software leaks memory. It is not a very big leak, but big enough that it causes the server to become slow to respond after several hours under stress. These problems only become visible now that we have thousands of players ingame, and that is part of the reason why we run these alpha tests. It is actually quite normal that we have to hunt down bugs like that at the beginning of an alpha. This time, however, the problems are taking a little more time to get under control. With things like this it is hard to tell whether a solution will be found in 5 minutes, 5 hours or 5 days, but we're doing everything we can to solve the problems as soon as possible. In the meantime, please bear with us when we have to do additional server restarts to ensure a lag free and stable gameplay experience.

    While we're dealing with these issues, we're trying not to risk adding additional problems to the game which could cause us to lose focus on fixing the server issues. This is why we have not launched any non-critical bugfixes so far.

    The rest of the team isn't idling while the programmers fix the servers, however, so here's a list of fixes & updates we're ready to launch once we've stabilised the servers:

    Improvements
    • Added 8 new full PvP regions, including many additional territories, to the north-eastern part of the world
    • Added "Item Power" display to item stats. Item Power is an indicator of the strength of an item; it has no other effects.
    • Added more visual decorations to multiple regions
    • Added unique icon for royal faction shield
    • Added new guild symbol as a reward for previous accomplishments by the "Hammer and Sickle" guild
    • Added golden sparkle FX to lootbags
    • Meteor Strike now plays an impact sound
    • Adding missing faction representatives (mission givers) to Shaw Sodden region
    • Added new undead faction fences to undead mob camps
    • Added proper error message when picking up furniture/farm items while mounted
    • Added spell icons for spawn protection effects
    • Added info text to reforge tab in repair station
    • Added info text to island configuration
    • Added additional minibosses to mob camps in Redlake, Sunder Fork, Stoneisle, Blackisle, Rankriver, Rageholm, Shaw Sodden and Tranquil Grove
    • Added faction specific lighting ambience to many mob camps

    Changes
    • Significantly increased faction reputation rewards for transport missions
    • Crafting capacity of all buildings should be set to maximum once this update is launched
    • Crafting capacity of buildings will now be set to maximum when a building is upgraded
    • Groups of hostile players larger than 5 will now appear on the minimap in red zones too (as part of evaluating anti-zerg measures)
    • Changed follow range of veteran mobs from 40 to 60 meters
    • Changed follow range of elite mobs from 40 to 80 meters
    • Channeling is now cancelled when the item bearing the ability is unequipped
    • Language names are now displayed in their own language in the language selection (Note languages are not fully supported in Alpha, this is a testing feature)
    • Added Portugese as a selectable language in the "looking for guild" feature
    • Removed "Kill Dungeon Boss" missions from low level combat agents as they were causing players to camp these bosses too long (we can't increase spawn rate for fear of exploitation)
    • Increased the effective duration of stuns from abilities (for example stun from "Hammer Bash) by 50%
    • Doubled the strength of all spell effects affecting energy (gain and drain)
    • Set the Earthmother raid boss to enrage when she is attacked by more than 12 people
    • Added "Max" to the label of hitpoints, energy and craftendurance in character details for clarification
    • Improved login screen background graphic (added another demon :))
    • Upgrade window is no longer displayed on buildings which cannot be further upgraded in that cluster
    • Added ruined building look for many placeholder buildings used in decoration
    • Replaced placeholder text on loading screen (sorry, Marshall Bravestarr is gone)
    • Edited loading screen hints for spelling & grammar
    • Changed the resource overview in local map (region map) to show the correct range of available resources (excluding T1)
    • Changed "Groundbreaker" ability so it no longer locks caster in place and added effect, sound & animation
    • Clicking on yourself self noew stops auto attacks in addition to deselecting your target
    • Changed "Sunder Armor" and "Sundershot" abilities to have stronger but shorter lasting effects
    • Selected more appropriate icons for many passive abilities
    • Improved tooltip of Sundershot ability to show the actual armor reduction
    • Improved tooltip of helmet abilities to explain that negative effects are cleansed
    • Added missing endurance cost to crafting mounts, bags and tools
    • Cleaned up and improved meshes & textures of Grassland, Redwood & Deadlands trees

    Fixes
    • Fixed Android Auto-Updater Progress disappearing when device orientation was changed
    • Fixed an error in automatic cluster recovery which caused clusters to restart without mission givers after a crash
    • Fixed some gathering missions requiring collection of stone not working
    • Fixed cast animation problems
    • Fixed a hole in the ground where users got stuck.
    • Fixed info button not resetting its state in guild UI
    • Fixed some higher level combat "Kill Dungeon Boss" missions
    • Renamed T3 FIBER from "Cotton" to "Flax" as T2 FIBER is already called "Cotton"
    • Removed debug gizmo from Earthmother raid boss fight
    • Removed debug texts from demon boss fight
    • Fixed the combat behaviour of the Earthmother to only use one type of her thunderslams in each phase
    • Fixed a bug which caused the error message when trying to harvest a T2 tree to state that a "Novice's Axe" was required when only a "Beginner's Axe" was needed
    • Fixed brightness (or lack thereof) of Redwood Keeper camps and other lighting setups
    • Fixed incorrect resource numbers in Stoneisle region (removed superflous T4 resources, added missing T5 resources)
    • Fixed mission hud sometimes misaligning some objectives
    • Fixed wrong spell effect scalings
    • Fixed "Holy Power" passive not working (and possibly other effect-on-hit passives as well)
    • Fixed a missing item in T5 transport missions
    • Fixed interruptible spells with a stand time not playing animations properly
    • Fixed a bug causing hell demon icons on local (region) map to occasionally have incorrect sizes
    • Fixed "tell a friend" mail format and donkey name
    • Removed incorrectly placed heretic faction assets in Sickleheart and Ashlake
    • Replaced group dungeon in Gusthollow with solo dungeon as was intended
    • Fixed bug with achievement popup "crafting quality missing"
    • Fixed the learn button on destiny board not greying out when you switch to higher, unavailable, mastery levels
    • Fixed camera zooming while scrolling in the market
    • Fixed tooltip of Brilliance ability on cloth chest
    • Fixed an issue when clicking on player names in chat
    • Removed incorrect hellgate spawn location in Sunder Fork
    • Fixed offset in female 2H sword animation
    Other
    • Prepared Android Auto Updater for CDN use
    • Improved Client stability

    Now that’s a long list, but if you are aware of additional problems not listed here, please help us out by reporting them in our bug forum! (See Bug Reporting Guidelines - How to make a proper bug report!)

    Once the updates above are live, we'll continue to update the Alpha with bugfixes and balance improvements. Apart from that, we're working on a large update scheduled for the middle of week three of the test. Look forward to the opening of the Deadlands and the arrival of a brand new boss to Albion Online!

    Thank you for your continued support and understanding.

    I wish you all lots of fun and success for your endeavours in the Albion Summer Alpha!

    - Robin 'Eltharyon' Henkys

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

  • Added new guild symbol as a reward for previous accomplishments by the "Hammer and Sickle" guild


    Did you guys just add a hammer and sickle guild symbol to your game?

    That's.. awesome.
    "Men make their own history, but they do not make it as they please; they do not make it under self-selected circumstances, but under circumstances existing already, given and transmitted from the past. The tradition of all dead generations weighs like a nightmare on the brains of the living." - Morgan Freeman
  • Eltharyon wrote:

    Groups of hostile players larger than 5 will now appear on the minimap in red zones too (as part of evaluating anti-zerg measures)


    Can you increase number of hostiles, marked on minimap, in red zones to 10?
    Red zones should be very dangerous for people, its not good idea to force players run in 4man groups there.
    AKe1a - AKi | Nilfgaard
    youtube.com/c/nilfgaardguild
  • Seirou wrote:

    Eltharyon wrote:

    Groups of hostile players larger than 5 will now appear on the minimap in red zones too (as part of evaluating anti-zerg measures)


    Can you increase number of hostiles, marked on minimap, in red zones to 10?
    Red zones should be very dangerous for people, its not good idea to force players run in 4man groups there.


    We will definitely be trying out different numbers for this (i.e. larger than 5!) during the test.

    In the mean time, to all PvP guilds: please help us with testing and play around with the feature and also, try to circumvent it, for example by splitting up a group of 10 players into 2 groups of 5, etc.
  • Korn wrote:

    Seirou wrote:

    Eltharyon wrote:

    Groups of hostile players larger than 5 will now appear on the minimap in red zones too (as part of evaluating anti-zerg measures)


    Can you increase number of hostiles, marked on minimap, in red zones to 10?
    Red zones should be very dangerous for people, its not good idea to force players run in 4man groups there.


    We will definitely be trying out different numbers for this (i.e. larger than 5!) during the test.

    In the mean time, to all PvP guilds: please help us with testing and play around with the feature and also, try to circumvent it, for example by splitting up a group of 10 players into 2 groups of 5, etc.


    We've already tried splitting into 2 groups of 5, however we learned it's just simply better to go unflagged. If you run around as an unflagged group you will never be detected on the minimap. Therefore it's too dangerous to run in groups of 5 flagged characters because of the possibility of running into groups of 10+ unflagged. You need to show groups of 5+ unflagged on the map as well.

    edit: scratch that... anyone in a 3 skull pvp zone should be automatically flagged for pvp.