Testserver Patch Notes - Rise of Avalon Patch 15

    • Testserver Patch Notes - Rise of Avalon Patch 15

      Rise of Avalon Patch 15 / Season 12 Patch

      NOTE: These changes will not be implemented until Season 11 is over, and will therefore not affect the Season 11 progress.

      For full details of the Season 12 changes and the reasoning behind them, please see this forum post: forum.albiononline.com/index.p…nges-for-Guild-Season-12/

      Season Point Balance Changes

      Territory Season Point Values (these amounts are given daily for owned territories):
      • 240 → 300
      • 200 → 260
      • 160 → 220
      • 120 → 180
      • 80 → 140
      • 40 → 100
      Castle Season Point Values (these amounts are given every six hours for owned castles):
      • 270 → 340
      • 225 → 295
      • 180 → 250
      • 135 → 205
      • 90 → 160
      • 45 → 115
      Castle Outpost Season Point Values (these amounts are given every three hours for owned castle outposts):
      • 48 → 50
      • 40 → 44
      • 32 → 38
      • 24 → 32
      • 16 → 26
      • 8 → 20
      Season Point Bracket Thresholds
      • Crystal: 240,000 → 250,000
      • Gold: 75,000 → 80,000
      • Silver: 20,000 → 25,000
      • Bronze: 5,000 → 7,500
      • Iron: 1,000 (no change)
      Open World Boss Location and Static Dungeon Changes

      The Fame buff in these locations now comes primarily from Elite mobs, and stacks incrementally (+1%) with each mob killed. World Bosses no longer give a flat 20% increase, though they still contribute to the Fame buff at the same 1% rate. Details:
      • Affected mobs: open-world Keeper, Morgana, and Undead Elite mobs and World Bosses
      • Each defeated mob gives a buff which increases Fame gained for PvE (killing non-player enemies) by 1%
      • The buff is not increased by killing weaker mobs in these zones (Brittle Skeletons, etc.)
      • By repeatedly defeating mobs in the area, this buff can stack up to 50% bonus PvE Fame
      • Each stack is only granted to members of the party that kills the mob, and party members must be within 20m of the killed mob to receive the buff
      • The buff is lost on death or cluster change
      • World Bosses no longer give the 20% buff, but do still contribute to the stacking 1% buff
      • This buff will also be introduced to all group mobs of the Undead, Keeper and Morgana factions found in non-instanced content (i.e. static dungeon locations in the open world)
      • Additional Elite mob change: the lava puddle left behind upon death by the Elite Bound Molten Demon will no longer deal damage
      20v20 Crystal League Changes
      • Starting Points per Team: 200 → 250
      • Point value per Player Kill: 1 → 2
      • added a new level between level 1 and 2 so there are now 3 levels of daily matches
      • all level beyond 2 are moved up a level (e.g. old level 4 → new level 5, highest match level is now 7)
      • Reward and token prices has been adjusted
      Treasure Chest Changes
      • Overall loot value of Castle Chests increased by about 100%, including newly added T6-8 Artifacts
      • Lesser Outland Treasure Chests now spawn more often (every 60 minutes) and their loot has been reduced accordingly, but they have a chance to contain a Tier 6-8 Artifact
      Guild Challenge Changes
      Reduced Season Points for lower Guild Challenge levels to reduce the amount of overall Siphoned Energy generated and put more emphasis on open-world objectives like territories.
      • Level 1: 50 → 20
      • Level 2: 100 → 40
      • Level 3: 150 → 60
      • Level 4: 200 → 80
      • Level 5: 250 → 100
      • Level 6: 300 → 120
      • Level 7: 300 → 140
      • Level 8: 300 → 160
      • Level 9: 300 → 180
      • Level 10: 300 → 200
      • Level 11: 300 → 220
      • Level 12: 300 → 240
      • Level 13: 300 → 260
      • Level 14: 300 → 280
      • Level 15+: 300 (stays unchanged)
      Fixes
      • Map tooltips for open-world objectives (Outlands Treasures, Castle Treasures, and Castle Outpost Treasures) now correctly display the appearance interval
      • Fixed an issue where it was sometimes not possible to set a Hideout owned by your own guild, or a Level 3 Hideout owned by an allied guild, as Home
      • Mobs outside the Outlands will no longer reward Season Points as intended
      • Fixed an issue where favorite islands could not be removed from the list once the limit of 100 islands was reached
      • Mistpiercer E-Spell "Lucent Hawk" now properly hits long distance shots as intended
      • [iOS] Fixed an issue where some avatars and avatar rings had opaque backgrounds
      • Additional minor graphical, terrain, and localization fixes
    • PrintsKaspian wrote:

      Rise of Avalon Patch 15 / Season 12 Patch



      Open World Boss Location and Static Dungeon Changes

      The Fame buff in these locations now comes primarily from Elite mobs, and stacks incrementally (+1%) with each mob killed. World Bosses no longer give a flat 20% increase, though they still contribute to the Fame buff at the same 1% rate. Details:
      • Affected mobs: open-world Keeper, Morgana, and Undead Elite mobs and World Bosses
      • Each defeated mob gives a buff which increases Fame gained for PvE (killing non-player enemies) by 1%
      • The buff is not increased by killing weaker mobs in these zones (Brittle Skeletons, etc.)
      • By repeatedly defeating mobs in the area, this buff can stack up to 50% bonus PvE Fame
      • Each stack is only granted to members of the party that kills the mob, and party members must be within 20m of the killed mob to receive the buff
      • The buff is lost on death or cluster change
      • World Bosses no longer give the 20% buff, but do still contribute to the stacking 1% buff
      • This buff will also be introduced to all group mobs of the Undead, Keeper and Morgana factions found in non-instanced content (i.e. static dungeon locations in the open world)
      • Additional Elite mob change: the lava puddle left behind upon death by the Elite Bound Molten Demon will no longer deal damage

      does cluster change count when entering/leaving the static dungeon(main dungeons or portal dungeons) or does it not reset until you leave the zone the static is located in ?

      also does changing floors count as cluster change

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

    • Retroman wrote:

      Grievance wrote:

      does cluster change count when entering/leaving the static dungeon(main dungeons or portal dungeons) or does it not reset until you leave the zone the static is located in ?
      also does changing floors count as cluster change
      Yes, they all do count as a cluster change. Basically everything that triggers a loading screen.

      Cheers,
      Rero

      This is a pointless change then.

      The way Static Dungeons are farmed involves the group moving around the dungeon to rotate on different bosses and floors, also the way guilds counter dungeon diving groups is to group-up on the basement level to fight, if this is done they'll lose their bonuses so they might as well just A-Out and run away.
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    • Robinhoodrs wrote:

      Retroman wrote:

      Grievance wrote:

      does cluster change count when entering/leaving the static dungeon(main dungeons or portal dungeons) or does it not reset until you leave the zone the static is located in ?
      also does changing floors count as cluster change
      Yes, they all do count as a cluster change. Basically everything that triggers a loading screen.
      Cheers,
      Rero
      This is a pointless change then.

      The way Static Dungeons are farmed involves the group moving around the dungeon to rotate on different bosses and floors, also the way guilds counter dungeon diving groups is to group-up on the basement level to fight, if this is done they'll lose their bonuses so they might as well just A-Out and run away.
      yea i agree, this change will have very little impact on static use and value if this is the case.

      floors in the static are not so big in terms of mob density, i would be surprised to get the buff fully stacked in each floor, and having the buff reset every floor instead of every dungeon is gonna make this a very light buff.

      also, if the buff is to make these more active pvp hotspots, why make a buff structure that disincentivizes people to leave to defend ?

      at this rate, we would be better with a simple flat 20% fame buff, although im not sure if even this would inline it with random dungeons.

      considering that the static dungeons are fixed locations visible on the world map, i think the reward for these needs to be higher in the risk vs reward matrix. imo rewards vs risk should be in this order : raid zones>statics>random dungeons>solo dungeons>HCE where the lower risk of being killed the lower the comparative rewards to more risky pve

    • pesadelo wrote:

      Georg51 wrote:

      GluttonySDS wrote:

      Make statics drop 10x silver
      Now you’re starting to sound like Syndic :-Pimho - get rid of random dungeons altogether, except for maps. Everything else should be statics.
      Agree if they seeded more statics around the world, and if the silver making would be tied to the area level.
      Zone tier system similar to EvE index system... Sounds pretty cool.