Testserver Patch Notes - Call to Arms Patch 5/6

    • Testserver Patch Notes - Call to Arms Patch 5/6

      Call to Arms Patch 5/6

      **UPDATE 25 MAY: This patch now consists of 2 patches that were previously separate but are now being released at the same time.

      Updated Login and Account Creation

      • Replaced the "Remember Password" option with automatic login, which skips the login process entirely and proceeds directly to character selection screen
      • Streamlined and updated in-game account creation
      Improved and Expanded Tutorial
      • Streamlined and updated overall tutorial progression
      • Improved visuals and readability for all platforms
      • Added extra displays and tips for mobile users
      • Added new Dungeon, Expedition, and City Tour quests
      • Added additional NPCs ("Royal Explorers") to Starter Towns for optional tutorials after basic tutorial is finished
      Mobile Changes

      With this patch, the minimum required Android version has been increased from 5.0 to 9.0 for the Google Play Store version of the game.
      For more information, please see this forum post: [link]
      • Increased spell and attack drag area radius slightly to decrease sensitivity
      • Added connection state and battery charge indicators to HUD
      • Reduced memory load from Destiny Board on low-memory devices
      • New characters no longer receive a cooldown for joining a guild during their first 7 days
      • When awarded points for capturing a zone in Faction Warfare, the combat message now also includes the name of the captured zone
      • The mount formerly known as the Giant Horse is now the Gallant Horse to better match its knightly origins (Note: only some language versions are affected)
      Hellgate Changes
      • Hellgate minibosses now appear on the map so they can easily be identified and killed
      • Changed Hellgate boss icon to better distinguish it from minibosses
      • Increased radius at which Hellgate PvP chests despawn if player corpses are under or near it (chest must still be fully looted before despawn)
      Crystal League Registration Changes
      • Players can now move between city zones without canceling a current Crystal League registration:
        • For example, players who sign up at Martlock Conquerors' Hall can go to Martlock Marketplace or Bank without canceling registration
        • Players waiting for a match CANNOT leave the city, move between different cities via Travel Planner, or visit islands without canceling registration
        • This only affects cities, and does NOT apply to matches registered for at Territories or Hideouts
      • When a group leader re-registers for a Crystal League match, the UI will remember that player as group leader and offer a streamlined re-invite process for group members
      Other Changes
      • Improved reconnection process when connection is dropped
      • Players with active damage-over-time effects on opponents now stay in active combat for duration of the effect
      • All Healing cast reduced by 10% inside Corrupted Dungeons
      Combat Balance Changes

      Axes

      The recent change to Rending Spin (which applied Rending Bleed stacks only on max distance) was making the ability unreliable in the live game, where players with various pings interact with each other. The decreased range and bleeding effect already reduced this ability's sustain in patch 4, and we will observe how it plays out with this change.
      • Rending Spin (all Axes):
        • Rending Bleed stacks are again applied to all enemies hit, regardless of their distance
      Bows

      Particularly in the 5v5 scene, the regular Bow has been a very strong item, even to the point of having multiple users on a team. The resistance debuff has thus been updated to be non-stacking, to reduce the effectiveness of focusing the same target with two bows. Additionally, since the resistance reduction of various weapons has recently been toned down, the resistance reduction of this still very strong backline weapon has been decreased as well.
      • Enchanted Quiver (regular Bows):
        • Resistance Reduction on max stacks: 0.15 → 0.13
        • The Resistance Reduction debuff can no longer be stacked from multiple sources, so two bows focusing the same target will override each other's debuffs
      Cursed Staffs

      Due to player feedback and its additional kiting potential in 1v1 situations, the range increase of Vile Curse has been reverted. The damage increase of the Haunting Screams, which was already gaining in popularity before patch 4, was slightly rolled back as well. Since the damage still cannot be reflected, it will remain threatening in bigger group fights.
      • Vile Curse (all Cursed Staffs):
        • Cast Range: 11m → 9m
      • Haunting Screams (Cursed Skull):
        • Damage per tick: 33 → 28
      Hammers

      The jump time of the Grovekeeper has been reverted based on feedback that it felt too slow. As the impact radius had already been slightly reduced and an indication area was added, it should still be more reactable than it was before Patch 4.
      • Ground Pound (Grovekeeper):
        • Jump Time: 0.66s → 0.5s
      Quarterstaffs
      • Soul Shaker (Grailseeker):
        • The Root Duration can now be shorter than the area duration
        • Entering the area now applies a 3.5 second root which scales with Item Power and Duration Modifiers, but is reduced by CC Resistance and Diminishing Returns
        • The root effect is still removed when the area ends or the player leaves the area
      Armors

      All Armors in the game (cloth, leather, plate, and gathering gear) now have a Health Regeneration Bonus of 150% regardless of armor type:
      • Scholar Robe, Royal Robe, Druid Robe: 80% → 150%
      • Cleric Robe, Fiend Robe: 70% → 150%
      • Mage Robe, Cultist Robe, Robe of Purity: 60% → 150%
      • Mercenary Jacket, Royal Jacket, Stalker Jacket: 150% → 150%
      • Hunter Jacket, Hellion Jacket: 140% → 150%
      • Assassin Jacket, Specter Jacket, Jacket of Tenacity: 130% → 150%
      • Soldier Armor, Royal Armor, Graveguard Armor: 200% → 150%
      • Knight Armor, Demon Armor: 210% → 150%
      • Guardian Armor, Judicator Armor, Armor of Valor: 220% → 150%
      Fixes
      • Avalonian Magic and Ranged Artifacts now appear in the correct categories in the Marketplace UI
      • Fixed an issue where Hellgates would sometimes not despawn mobs when an enemy team invaded
      • Fixed an issue where audio for some attacks (Disembowel, etc.) would become stuck after killing mobs
      • Corrected several false modifiers in the "Suspicious" Reputation Level (from -1 to -1000):
        • Passive reputation gain (points per day): 0.012 → 0
        • PvE reputation gain factor: 0.008 → 0.012
      • Buff icon of Flaming Trail (Morgana Nightmare) now matches duration of the actual buff
      • Fixed the 3-stack damage of Slit Throat (Dagger Pair)
      • Fixed incorrect values in tooltip of Raging Storm (Bow of Badon)
      • Fixed tooltip for debuff inflicted by max Rending Bleed Charges (all Axes)
      • Holy Explosion (Great Holy Staff) now consumes energy during channel duration as intended
      • Fixed an issue where Specter Jacket's damage against mobs was not scaling with item power and damage modifiers
      • Names of several missing spells now appear in combat logs as intended
      • Fixed an issue where IP requirements could be bypassed when entering Hellgates
      • Resolved an issue that prevented enemy spell effect areas from disappearing when another team entered a Hellgate
      • Fixed an issue where the Corrupted Dungeon tutorial would appear in Hellgates
      • Fixed an issue where crafting time would sometimes not display correctly in spell tooltips
      • [MOBILE] Fixed an issue where fishing with the Action button could be interrupted when near enemies
      • [MOBILE] Improvements to behavior of drag-casting spells and dragging items
      • Additional graphical, audio, UI, and localization fixes

      The post was edited 3 times, last by Retroman ().

      • Enchanted Quiver (regular Bows):
        • Resistance Reduction on max stacks: 0.15 → 0.13
        • The Resistance Reduction debuff can no longer be stacked from multiple sources, so two bows focusing the same target will override each other's debuffs


      my baby my bow ;( . well i should have seen it from a mile away it has served me well

      salute dual bow comp

      also nice work on tutorial it was much needed for new players
      Check out My new Albion Online Expansion idea 4 thread:
      https://forum.albiononline.com/index.php/Thread/143592-Albion-Online-Expansion-Idea-4/
    • On an unrelated note:
      will swords get the spear and axe treatment? it is pretty outdated and the choices avaliable does not help swords deal with multiple situations unlike spears and axes

      i also hope bows get a new W to or rework speed shot at least to diversify their playstyle
      Check out My new Albion Online Expansion idea 4 thread:
      https://forum.albiononline.com/index.php/Thread/143592-Albion-Online-Expansion-Idea-4/
    • AurumTitanos wrote:

      Grove is fixed, good choice to revert. If this is supposed to already be in the game its not, it should just be reverted via hotfix.
      It doesn't appear anythings been implemented. The Specter still hits for 44dmg across the board as well.

      Maybe it has to do with this just being 'test server' notes? Like they're testing their fixes and they're not yet released but planned to release.
    • I am currently playing the newcomer experience and I fully wholeheartedly disagree with the change forcing people to use their 3 days of premium without a warning. It has such a bigger value to activate it after reaching T4 than before imo and having the choice allows people to use it for a weekend instead of having it lost during the week because they couldn't play enough. This is the only bad change I've seen until that point so far from completing the tutorial. About to start the remaining "quests".
    • Karu wrote:

      Is it correct that the "new dungeon and expedition" are actually just tutorial shit? If so, how disappointing, don't bother even adding that to the notes. Game desperately needs improved lore/pve at this point. Even new players are bored of it pretty quickly as it's the same few dungeons endlessly.
      They are just tutorial things. Better tutorial than before if players do the quests from the starter town.

      So it is a tiny bit lackluster in some areas, players still have no clue what a group rdg is but they do know what a solo rdg is now which is good and they get a real tour of the main city too.

      weird to see Faction locked until expert adventurer is unlocked though. Not sure what the goal of gatekeeping faction is at this point...
    • I've started going through some of the new tutorial just to check it out and I would suggest if possible you should allow players to accept multiple quests.

      I got to the point where I accepted the "I want to mine ore!" quest and I saw it had like 6 different objectives to accomplish which seems like a lot. What happens if I get bored halfway through completing that quest? Albion isn't about quests, but everyone who plays MMOs expects quests and if you give new players quests they are going to do them. Pidgeonholing someone into taking on a longer quest when they might want to bounce around between gathering/crafting/combat seems like a restrictive pain point. If someone knows there are also combat quests they are going to want to pick them up and then try out combat, but they would be forced to finish the gathering quest.
    • Midgard wrote:

      PrintsKaspian wrote:

      Replaced the "Remember Password" option with automatic login, which skips the login process entirely and proceeds directly to character selection screen
      That sounds unhelpful for anyone with more than one account
      It's not that big a deal, you just have to click the logout button to get back to the login screen. It's a very minor hoop.

      I'd still prefer to maintain both the remember password and the auto login, rather than one or the other.
      Discord: Piddle#7413
      Did he who made the Lamb make thee?

      The post was edited 2 times, last by Piddle ().

    • Piddle wrote:

      Midgard wrote:

      PrintsKaspian wrote:

      Replaced the "Remember Password" option with automatic login, which skips the login process entirely and proceeds directly to character selection screen
      That sounds unhelpful for anyone with more than one account
      It's not that big a deal, you just have to click the logout button to get back to the login screen. It's a very minor hoop.
      I'd still prefer to maintain both the remember password and the auto login, rather than one or the other.
      it is a bit annoying but the best would be to have both options to be honest. Piddle saying too much sense recently, it's almost scary lmao
    • As a curse player, I'm fine with nerfing Cursed Skull cuz it's definitely the meta now with a huge winrate, but I think there's no reason to nerf all cursed stuffs by nerfing q1 range - I mean, generally thinking, it just makes literally no sense to have a mage orb spell with a range less than your AUTO ATTACK RANGE. It makes no sense in any kind of games like Albion. If the patch goes like the patch notes here, Cursed Skull will still be stronger than before (unreflected, damage 25 to 28), but the rest of cursed staffs will just go back to dumpster again.
      You can definitely see that it's Cursed Skull being abusable and overpowered, and the result of this patchnote doesn't even really hurt the Skull, but hurts the other cursed staffs. Please reconsider the cursed staff changes and aim on the actual problem.