[1. December 2022] Beyond the Veil Patch 1

    • [1. December 2022] Beyond the Veil Patch 1

      Beyond the Veil Patch 1 - Ver. 21.010.1

      Roads of Avalon Changes
      • Direct connections between Hideout zones redirected to raid zones
        • Increases likelihood of raid zones having two separate connections at once
      • In non-Hideout Roads zones:
        • Randomized Dungeon Maps no longer usable
        • Static Randomized Dungeons no longer appear in enchanted form
        • Increased Static Randomized Dungeon rewards
      • Resource mobs (Elemental, Dryad, Cougar, Wood Spirit) in Roads now spawn with full charges
      • Updated behavior of Avalonian mobs in Roads:
        • Decreased knockback of Avalonian Monk and damage of the standard version
        • Added immediate spell cast to Monk, Warrior, Mage
        • Decreased Warrior attack power
      • Roads of Avalon group portals returned to their 7 charge maximums
      • Unstable Roads portal in Brecilien party slots increased to 7 to match the group portals
      • Zerg bubble threshold in non-raid Roads zones increased from 6 to 8
      • As a followup to the extension of Roads Hideout Grace Periods last week, the spawn rate of Hideout Power Cores in the Roads has been increased by 70%. This is to address the number of Power Cores that currently decay due to not being connected to a Hideout zone.
      Mists Changes
      • Tier 5 Mythical mobs now only spawn in lethal Mists, while Tier 4 Mythical mobs still exclusively spawn in nonlethal Mists.
      • Tier 5 Mythical mobs have had their loot tables decreased, but their spawn frequencies increased to offset this decrease. The goal of this change is to make these T5 mobs as common as possible while still guaranteeing they drop at least one artifact.
      • Further adjusted all mythical mobs to spawn +50% more frequently to account for "missed" mythical mobs that are spawned but never killed
      • The Long Hostile Dismount Cooldown in the Mists has been increased from 10s to 12s
      Mount Changes
      • Made mount-up times more consistent:
        • Non-Battle Mounts now take 3s:
          • Saddled Greywolf: 2s → 3s
          • Elite Terrorbird: 2s → 3s
          • Elite Winter Bear: 2s → 3s
          • Elite Wild Boar: 2s → 3s
          • Elite Bighorn Ram: 2s → 3s
          • Elite Swamp Salamander: 2s → 3s
          • Elite Greywolf: 2s → 3s
          • Spring Cottontail: 2s → 3s
        • Battle Mounts now take 10s:
          • Siege Ballista: 15s → 10s
          • Venom Basilisk: 15s → 10s
          • Flame Basilisk: 15s → 10s
          • Elder's Command Mammoth: 25s → 10s
      • Increased Item Power of Avalonian Basilisk to 1000 to match T7 mounts:
        • HP Increase: 1239 → 1254
        • HP Regen Increase: 12.39 → 12.54
      Other Changes
      • Loadouts now separated by Personal and Guild in dropdown menu
      • Season 16 furniture items placeable
      • Improved visibility of enchantment effects for .4 weapons
      • Added unrestricted PvP zones to mob camps in the Mists
      • The lingering effect of the Invisibility Shrine buff after reveal no longer provides invincibility
      Combat Balance Changes

      This is not a large balance patch, simply some adjustments to react to the current meta. The main goal is to tone down the biggest mobility outliers and have a few adjustments and buffs for currently underused abilities.

      Axes
      • Razor Cut (Bear Paws)
        • Range: 12m → 10m
        • Energy Cost: 20 → 16
      Bows
      • Frost Shot (all Bows)
        • Cooldown: 15s → 18s
      • Ray of Light (all Bows)
        • Cooldown: 14s → 12s
        • Hit Delay: 0.8s → 0.6s
        • Standtime: 0.4s → 0.3s
      Crossbows
      • Caltrops (all Crossbows)
        • Move Speed Increase: 20% → 30%
        • Move Speed Duration: 2s → 3s
        • Slow Strength: 40% → 30%
      Daggers
      • Lunging Stabs (Bloodletter)
        • Hitting player below 40% Health no longer increases cooldown rate
        • Instead, hitting player below 40% reduces ability cooldown by 40% (other slot cooldowns no longer affected)
      War Gloves
      • Triple Kick (all War Gloves)
        • Cooldown: 15s → 18s
      • Falcon Smash (Battle Bracers)
        • Range: 15m → 13m
      Armors
      • Bloodlust (Mercenary Jacket)
        • Heal per Tick: 42 → 54
        • Number of Ticks: 9 → 7
      Helmets
      • Force Field (all Cloth Helmets)
        • Knockback Distance: 12m → 9m
      • Poison (Mage Cowl)
        • First Damage Tick: 1s → 0s
        • Total Ticks: 5 → 3
        • Damage per Tick: 39.93 → 60
      • Retaliate (Hunter Hood)
        • Reflected Damage: 70% → 100%
      Fixes
      • Spell fixes:
        • Mistcloud (Mistwalker Jacket) conceals Celestial Censer and Torch
        • Fixed issue where Spider Thread (Duskweaver Helmet) stat block disappeared during multispell
        • Fixed issue where mount-up could be interrupted by casts that deal no damage but slow, silence, or root
        • Fixed issue where Purge (Fiend Cowl) did not purge Hyperfocus
        • Fixed issue where Mythical Web (Duskweaver Armor) falsely purged Iron Will
        • Fixed issue where Hyper Focus (Feyscale Hat) prevented Armor Piercer (Cursed Staffs) from hitting player
        • Fixed issue where Wild Magic’s Storm Shield (Feyscale Robe) could chain trigger with Requite
      • Crafting Fey Armor now fills Laborer Journals as intended
      • Fixed issue where opening Guild Details UI closed world map
      • Fixed issue where travel to Guild Island with same name as character was not possible via Travel Planner or Island Merchant
      • Fixed issue where offline timers of Guild Members displayed incorrectly
      • Fixed issue where players could not travel to Guild Island set as Home with equipment
      • Fixed issue where players under Outland city shrine buff could receive Outlaw status
      • Invincibility effect of Outland shrine buff now breaks with additional world interactions
      • Fixed issue where enchantment would display incorrectly after killing hide mobs
      • Fixed issue where unlocalized enemy names would sometimes display during targeting
      • Fixed issue where players could join guilds via autojoin even during cooldown
      • Fixed issue where Faction Transport mission invisibility buff indicator remained even after buff expired
      • Fixed issue where players dismounting from battle mounts could become stuck in Power Cores and Pristine resources
      • Fixed several display issues when traveling via Travel Planner or Outland portals
      • Fixed rare issue where Weakened Wisp Sanctuary Portals were not visible
      • Fixed names of T4 Resource Mobs in Roads of Avalon
      • [Virtual Joystick / Controller] Fixed issue where some neutrally targeted spells would look for a new closer target when a friendly target was selected
      • Additional localization, UI, terrain and animation fixes
    • keyfouyr wrote:

      Vocandin wrote:

      Roads going in the right direction. Props to everyone that voiced their opinion on the portal sizes!
      Roads legendary chests contain the descriptions of common chests&the loot of common chests.
      *insert clown emoji*

      As Schmellow already wrote: in the Roads the VFX on the chest determines the rarity. They do not follow the same patterns with bigger chest = better rarity like in the Random Dungeons.
      Ich bin keine Signatur, ich putz hier nur.
    • PrintsKaspian wrote:

      The Long Hostile Dismount Cooldown in the Mists has been increased from 10s to 12s
      I wonder where are you getting this number?

      This is so stupid to be honest. You need 3 seconds to mount. You have 10 second cooldown to get mount up after combat. So, in total 13 seconds. People from twitch stream and forum kept saying it should be 15 or 20 seconds. Where did SBI pull this number from?

      Aside from this nonsensical mount up change and the other one from bloodletter, I love the rest. Good work for listening and making appropriate balance. Thank you for your efforts (players and Albion dev team).
    • you mean... execute?

      Daggers
      • Lunging Stabs (Bloodletter)
        • Hitting player below 40% Health no longer increases cooldown rate
        • Instead, hitting player below 40% reduces ability cooldown by 40% (other slot cooldowns no longer affected)
      ---- Grayskull ---- For the power of **** ----

      ÚNETE al gremio que este jugando y hagamos CONTENT.

      Discord----: Grayskull#9552
    • Amoebius76 wrote:

      keyfouyr wrote:

      Vocandin wrote:

      Roads going in the right direction. Props to everyone that voiced their opinion on the portal sizes!
      Roads legendary chests contain the descriptions of common chests&the loot of common chests.*insert clown emoji*

      As Schmellow already wrote: in the Roads the VFX on the chest determines the rarity. They do not follow the same patterns with bigger chest = better rarity like in the Random Dungeons.
      That's so deceptive!

      Why not say in the patch notes clearly something is a nerf.

      Expected loot& silver decreased by percentage instead of calling it a "rework".
      SUN (292) 17 Dec 19
    • You guys are making a big mistake with greatly increasing the core spawns. most zones with 10 days grace left had over half bar of power. There is no competition for cores, no one fights over them because multiple HO are rarely connected. if alliance has control of a full zone even with dummy HO's it's super ez to charge them all.

      this goes directly against what you intended.

      Once you let all bars easily be filled the roads will be permanently locked with no real way to stop it HQ hideouts that cannot be attacked with infinite power.

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

    • Good day, dear developers. could you answer why you do not respond to numerous requests to fix the "controlls improvement" on mobile devices? I understand that after the new Mist update, all your focus is on correcting the balance, which is great. I sincerely hope that now that the main balance tasks have been completed, you will finally be able to pay attention to us, mobile players, which, as I believe, are not few. I've heard from many players on mobile devices that it's impossible to target at close range, at least it will take a very, very long time, while players on computers can do it in half a second. The user on this forum (Raurelia) described the problem with daggers to you 3 times, in three different topics. You just ignored him/her, all the 3 times. Fix this please. because before the update everything worked as it should. Also, there is a problem with Judicator boots. Their third ability cannot be used on yourself or on enemy (if the enemy is standing close to you). To do this, you need to move your finger first to the side, then back, it takes a lot of time, and even more so when the joystick is not very comfortable. let me suggest how this can be fixed: in the keybinding, you can choose to use boots on yourself. make this possible for these boots too. or that when you double-click on the Boots skill, they were applied to the selected target. now, with a simple click, they, like the skill of a dagger (deadly swipe), u jump full range in direction character is facing, very uncomfortable. We choosed your game from all others MMORPG android games, and we play with all other PC gamers on one server. We dont want to feel defective, as now we are. Thanks.
      Files
    • This is a start to fixing the roads, but it's not there still. Maps are no longer usable in hideout zones, you can still get away with clearing partial camps for chests, and spiders/might chests spawn rates are still nonexistent. Again, as someone who roams daily, i've seen 3 spiders, 4 small chests, and 2 medium chests since launch lol....mind you most of those were in our hideout zone that just happened to get spotted by 1 member. These objectives can't be fought over because they practically do not exist. Also, pve chest mobs are still disgustingly low fame. A group of 6 gets....5k? per mob lol. I can go get triple+ that in a static dungeon with 20x more mobs.

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

      • Lunging Stabs (Bloodletter)
        • Hitting player below 40% Health no longer increases cooldown rate
        • Instead, hitting player below 40% reduces ability cooldown by 40% (other slot cooldowns no longer affected)
      You take a Weapon with good Utility and make it boring because your shitty 1vs1 Mist content has too many third party Rats.

      Well done @Retroman

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