Testserver Patch Notes - Beyond the Veil Patch 2

    • Testserver Patch Notes - Beyond the Veil Patch 2

      Beyond the Veil Patch 2

      Mists Changes

      Player Anonymity
      • Players within the Mists are now automatically anonymized
        • Characters in the Mists and the Greater Mists will now show as "Mysterious Stranger" to other players that are not in their party
        • This anonymity conceals the identity for any players that encounter them in the game world
        • Local chat channels (say, emote) also conceal the players identity
        • Global chat channels will not conceal the players identity as they are relevant to the player's current location
        • Certain UI options in anonymous regions are disabled (Stats, Trade, Duel, Whisper, Add Friend, Guild Invite )
          • "Report" still functions, and though the player's identity is not disclosed, the character's identity is reported properly to our staff
        • A player's identity is only disclosed when
          • They invite another player to their group (in the Greater Mists only)
          • They die



      Mists Tiers and Rewards


      • Enchanted Mists now have an increased chance of leading to a higher-tier Mists zone
        • Before this Change:
          • Common
            • T6: 100%
          • Uncommon or higher
            • T6: 60%
            • T7: 30%
            • T8: 10%
        • After this Change:
          • Common
            • T6: 100%
          • Uncommon
            • T6: 66.67%
            • T7: 33.33%
          • Rare
            • T6: 40%
            • T7: 53.33%
            • T8: 6.67%
          • Epic
            • T7: 75%
            • T8: 25%
          • Legendary
            • T8: 100%





      • Higher-tier Mythical creatures are now more likely to spawn in higher-tier regions
      • Loot and Silver bonuses in Mists regions now match those in the Open World (an increase in silver and loot value of ~11.11%)
      • Increased the upgrade distribution of enemies in the Mists (this results in an increase in fame, loot, and silver value of ~12.6%)
      Travel within the Mists


      • Reworked Brecilien and Unstable Road Portals in the Mists
        • Brecilien Portals
          • 25% → 0% in Common Lethal Mists
          • 0% → 10% in Uncommon or higher Lethal Mists
          • No change in Nonlethal Mists
        • Unstable Roads
          • 0% → 10% in Common Lethal Mists
          • 100% → 90% in Uncommon or higher Lethal Mists
          • 0% → 10% in Common Nonlethal Mists
          • 100% → 50% in Uncommon or higher Nonlethal Mists
      • Unstable Road portals within the Mists no longer connect to the Roads and now guarantee a connection to the Open World, significantly increasing their chances of connecting to both the Outlands and the Royal Continent
        • This does not affect the Unstable Road portal in Brecilien
      • Fast Travel with luggage is now allowed to and from Brecilien, with the same cost as traveling between non-adjacent cities within the Royal Continent
      Other Mists Changes
      • Brecilien portals in the player’s zone now immediately become visible when Brecilien is unlocked rather than after reaching the city
      • Arcane Spiderlings will now only appear in the minimap when in close proximity rather than mapwide
      • Skulls (player deaths) no longer display on the map in lethal Mists zones
      • The Mists entrance in Brecilien will not automatically select Duo Lethal if another member of your party has recently entered Duo Lethal
      • Party members of a player carrying a Wounded Wisp will now also see the Wounded Wisp Sanctuary destination
      Roads of Avalon Changes

      Mob changes and fixes:
      • Roaming Mobs within the Roads of Avalon now respawn more quickly
      • One-third of chest spawns in the Roads have been upgraded from Group to Raid level (i.e. mobs in these areas have been upgraded from Veteran to Elite), with chest rewards increased accordingly
      • Focus Fire protection for mobs in the Roads now triggers correctly:
        • Champion and below: 8+
        • Miniboss and above: 21+
      • Avalonian Knight:
        • Fixed random knockbacks; Swords now only knockback when getting shot out of the circle
        • Shield Knockback is now blocked by immunities
        • Now performs more attacks between spells, to reduce possibility of outhealing the damage solo
      • Avalonian Warrior:
        • Shatter (stun/knockback)
          • Removed CC
          • Added Defense Reduction vs. mobs
          • Reduced heal reduction duration: 12s → 6s
      • Avalonian Spellweaver
        • Increased downtime between beam casts
      • Pathfinder Heavy Drone
        • Fixed issue with Windwall chaining crowd control in certain situations
        • Stuns and Knockbacks are now blocked by immunities
      • Avalonian Archer
        • Reduced stun duration of Melee Knockback
        • Reduced stun duration of Silencing Shot
      • Avalonian Monk
        • Significantly reduced knockback distance and time for Monks in Roads camps
      Other changes and fixes:
      • Static Randomized Dungeons in the Roads have their previous bonuses again
      • Increased number of incoming portals in raid zones from 2 to 4, to increase the chances of a Hideout zone connecting to a raid zone
      • Avalonian chests in the Roads are now protected by the entire camp
      • Fixed issue where Group Random Dungeon maps could not be used in Hideout zones within the Roads of Avalon
      Season 16 Winner Statues

      The statue for Season 16 winners Sex & Flex is now visible in Conquerors’ Hall, along with the logos of second and third-place runners-up War Gods and Hood and Scythe. In addition, Season 16 furniture items are now placeable.

      Season 18 Changes


      Albion's 18th Guild Season starts on December 17. It will be shorter than a standard season with Reset/Invasion Days occurring every 3 weeks.
      For the full season schedule and rewards, see this forum post: forum.albiononline.com/index.php/Thread/173054
      As with the previous season, a player must be a member of the qualifying guild for at least 75% of the season, which is automatically adjusted based on season length. Qualifying time spent with a guild is visible in the Season UI.
      • Crystal Spiders give more Season Points and have a lower Might Level threshold in the Conqueror's Challenge, and have also had their loot doubled.
      • Conqueror's Challenge - Crystal Spiders:
        • Might Needed:
          • Level 1: 10000 → 3000
          • Level 2: 25000 → 7500
          • Level 3, Level 4, etc. follow the same pattern
        • Season Points:
          • Level 1: 20 → 30
          • Level 2: 30 → 45
          • Level 3, Level 4, etc. follow the same pattern



      Crystal Arena


      • New Crystal Arena Avatar Rings have been added for those who reach a sufficient rank in the Crystal Arena. These new rings are a guaranteed drop in the chest when reaching a certain rank, are non-tradable, and can only be obtained by reaching these ranks:
        • Crystal
        • Gold I
        • Silver I
      • Crystal Arena victories now give slightly more Rank Points, to make it less likely players hit a sudden wall in the Rank Up process. (Gold IV and Crystal rank are not affected by this.)
      Journey Back - Islands
      • When traveling to any island, Journey Back will now set its destination to the city that island belongs to
      • Journey Back is now available for use on player and guild islands; teleporting to the city the island is attached to is free
        • Journey Back can also be used in this way to leave (or escape) islands belonging to other players
      Other Changes and Improvements
      • Added ‘Drop All’ and ‘Add to Stacks’ buttons to Bank UI - this will hopefully be part of an upcoming content patch
      • Player reports now show the character's most recent chat messages when reported from the chat window by right-clicking on a player's name
      • Locked Resource Treasures now include a hover tooltip on the map
      • Loot from Crystal Spiders in the open world and the Roads of Avalon has been doubled
      • Fey Artifacts now have Fast Travel costs and can now be salvaged for Relics
      • Improved Marketplace search function to more accurately deliver search requests
      • Guild crest is now previewed in the main Guild Creation UI
      • In Corrupted Dungeons, Sword, Spear, and Dagger Q-slot abilities no longer stack on Watchers, Crystals, Mephits, or Hidden Treasures
      • Pre-existing Loadouts can now be duplicated via a button on the UI if left unchanged
      • [CONTROLLER] Re-mounting is now performed via the Mount button
      • [CONTROLLER] Target Selection UI can be instantly opened with RB button
        • While open, targeting modes can be switched by RT button
      • If you Fast Travel to a Royal City (or Portal Town) from a Rest or Outlands Hideout you will receive a debuff that causes you to lose your Home location if you enter the Black Zone
        • Fast Traveling back to the Rest or Outlands Hideout will cause you to lose this debuff, allowing you to again enter the Black Zone freely
        • Entering a Royal City on foot (not via Fast Travel) does not apply this debuff and will not result in you losing your Home
        • This does not apply to Roads Hideouts
      Combat Balance Changes

      The aim of these Balance Changes is to tone a few items down that are very dominant in certain content types, like Great Arcane, as well as some mobility outliers in the Mists (Royal Jacket and Claymore). New meta options are also being introduced, including a new Holy Staff passive and a new effect for Gigantify Potions along with improvements for items that are currently underused or outshined by other items.

      Arcane Staffs
      • Time Freeze (Great Arcane Staff)
        • Hit Delay: 0.5s → 0s
        • Cast Time: 0s → 0.6s
        • Standtime: 0.6s → 0s
      Axes
      • Bloody Reap (Infernal Scythe)
        • Damage above 40%: 108 → 126
      Crossbows
      • Sweeping Bolt (Heavy Crossbow)
        • Damage: 178.13 → 192
      Daggers
      • Blood Ritual (Demonfang)
        • Damage: 112 → 106
      Fire Staffs
      • Flame Tornado (Blazing Staff)
        • The Damage is not reflectable anymore
      Holy Staffs
      • Removed the Passive Aggressive Caster
      • Added New Passive: Ascended
        • Condition: Activates when you cast your weapon's second-slot ability
        • Effect: Makes all your casts and channels uninterruptible for 1.5s
      Maces
      • Oathkeepers Base Stats
        • Additional Health Factor: 200 → 150
        • Additional Ability Power Factor: 1.2 → 1.05
        • Additional Auto Attack Factor: 1.2 → 1.05
      Spears
      • Spear Throw (Heron Spear)
        • Cooldown: 25s → 20s
      Swords
      • Iron Will (all Swords)
        • Move speed Increase: 20% → 10%
      • Splitting Slash (all Swords)
        • Hit Delay: 0.3s → 0.2s
        • Standtime: 0.5s → 0.3s
      • Charge (Claymore)
        • Range: 13m → 11m
      • Crescent Slash (Clarent Blade)
        • Projectile Range: 18m → 21m
        • Projectile Speed: 22m/s → 28m/s
      Helmets
      • Spider's Thread (Duskweaver Helmet)
        • Hit Delay: 0.2s -> 0s
        • Standtime: 0.5s -> 0.1s
      Armors
      • Purging Shield (Mage Robe)
        • Increased Resistances: 0.24 → 0.28
      • Royal Banner (Royal Jacket)
        • Cooldown Rate for the Caster: 50% → 30% (allies Cooldown Rate stays at 50%
        • Max Targets: 5 → 10
      • Mythical Web (Duskweaver Armor)
        • Cast Time: 0.6s -> 0.4s
        • Other Webs Removal Radius: 20m -> 16m
      Capes
      • Mark of the Raven (Morgana Cape)
        • Base Cooldown: 140.3s → 120s
      Potions
      • Gigantify Potion
        • Now also makes user immune to Forced Movement Effects
      Fixes
      • Spell fixes:
        • Boulder Toss (Hellfire Hands) audio spam has been mitigated
        • Fixed issue where Mighty Blow (Broadsword) would not hit when enemy was sprinting away from caster
      • Display / UI fixes:
        • Fixed issue where Real Estate for sale did not display the correct claim duration in the UI
        • Fixed issue where inspecting a player while Inspect UI was already open would cause the window to close, instead of switching to the new player
        • Fixed issue where an invited player's equipment did not display during Party Invite process
        • Fixed issue where Party UI button would still display when main HUD was hidden
        • Fixed issue where characters would turn pink after certain spell combos
        • Fixed issue where guild logos could obscure decorative elements on shields
        • Fixed issue where name tags of other players would sometimes not display correctly after respawning
        • Fixed issue where Alliance emblem would not update in Guild UI after creating or disbanding Alliance
        • Faction Info can now be opened via Details button in Personal Faction Warfare Overview
        • [GUILD FINDER] Fixed issue where optional stats, Faction alliance, and New Member Mail would sometimes not persist
      • Fixed issue where option to skip full zones from character selection screen was not available
      • Fixed issue where some crafting recipes cost slightly less Focus than intended
      • Fixed issue where Crystals in Corrupted Dungeons could drop loot
      • [MOBILE] Fixed an issue where re-mounting via the custom button would summon the mount again
      • [MOBILE] Fixed issue where spells with channeled rotation targeting were not updating with controller input methods other than virtual mouse cursor
      • [MOBILE] Fixed issue where a player’s equipment and Item Power could not be displayed via the Party UI
      • [MOBILE / CONTROLLER] Fixed issue where target market arrow would not show on targeted players
      • [CONTROLLER] Fixed issue where back button did not work in Application Requirements UI
      • Additional graphical, animation, UI, audio, terrain, and localization fixes

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

    • Raid bosses on gold chests are still 10k hp (soloable) and still drop only 40k fame (which is the same as regular mobs on group chests) consider revisiting the numbers, thanks.
      Update: Like half of the group chests in the avalonian roads were replaced by raid versions. wasn't it suppose to be small scale content, while deeper connections were meant for raids ?
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      The post was edited 1 time, last by Butty ().

    • "Entering a Portal Town now removes a player’s home location, even when not entered via a Realmgate"

      What is the reasoning behind this? This effectively forces guilds to only run all of their content out of their HO or a portal town, can no longer do both. Is there even a reason to set home anymore?

      You are killing content with this update, not creating it.
    • Here are some suggestions from a road experienced guy.

      - increase spider spawn ratio
      - increase resource node spawn ratio in HO ava zone
      - two tier plus solo/group map spawn in hideout zone
      - make chest boss stronger
      - sometime core vanished if core holder guy have disconnected when zone change
      - disarray in road fight
      - randomize the bosses in resources concentration
      - increase season point requriement for HQ in road
      - roaming road mobs are easy to target now so make it stronger
    • PrintsKaspian wrote:

      Boulder Toss (Hellfire Hands) audio spam has been mitigate
      Fix audio issues, but don't do anything to fix the fact that they suck. The audio spam is a testament to their meme status. In my opinion, they seem to be a disengage breaker tool, but in this role they fail to do so. Make them punish disengages slightly more. When you compare this weapon to Dawnsong, why would I want to bring this vs guaranteed hits and a damage/heal reduction field effect.

      Suggestions:
      2 hops instead of 3. Compress (increase) the damage by 15-25% (net buff in damage dealt by the two hits if you can hit twice).
      Make the boulder split into smaller boulders to deal AOE-like damage in a ZvZ setting and allow you to spread the dot and healing debuff.

      kyrich495 wrote:

      "Entering a Portal Town now removes a player’s home location, even when not entered via a Realmgate"

      What is the reasoning behind this? This effectively forces guilds to only run all of their content out of their HO or a portal town, can no longer do both. Is there even a reason to set home anymore?

      You are killing content with this update, not creating it.
      So back to the way it was before. I figured this was a overlooked bug when it was first implemented. Probs has something to do with having people travel more often which leads to more ganks which leads to more silver sink.


      Demon fang should buff damage and go back to split damage and dot damage. Honestly, they were fine before, the self-dot was just too punishing, which has since been fixed by only applying on swing 3.

      Lastly, Hoarfrost needs a change. Make the ball roll faster please OR it should ignore stun DR to make it different from permafrost. It's just terrible perma with a slow field. If the slow field was more punishing (by moving/spreading out faster) I could see this weapon actually seeing anything other than an old dusty chest.

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

    • Entering a Portal Town now removes a player’s home location, even when not entered via a Realmgate

      Can you explain your reasoning? This effectively reduces content across the board. You can no longer play out of a HO and a portal town. Transporting goods out of BZ to royals is even more of a pain in the ass due to having to set home again.

      Absolutely horrible horrible change. What's the point of portal towns? Just go back to realmgate.

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

    • As people say, you need to mute players in mists. No /s. And not being able to whisper other players in mists.

      The spiderling change is a toss up. On one hand, you’ve eliminated a map point so the odds of 7 people showing up to the chest or weakened wisp is a lot higher. Also most people will be able to kill the spider quickly of they stumble across it.

      I am glad attempts are being made at fixing things. But I feel the best solution is just to add more map visible objectives to cause players to split up randomly amongst the objectives. I think 2-3 objectives at the same time.
    • So if I transport from a portal town to my HO, and I get ganked on the way, then I just can't get back to my HO? Why even allow homes? This is ridiculous.

      Also, players who live in rests/roads/elsewhere run content out of the portals as well...This change basically tells them that they are not allowed to do so. This is going to kill so many playstyles for what seems to be little or no benefit.
    • I’m all for the home removal, there are too many options that allow people to teleport all over the place, if you want to transport multiple items from your HO you need to make multiple two way trips, not make one trip multiple times. Crafting at a HO is free money with how easy it can be to transport it to the city, teleport back transport another load, teleport back and repeat.
    • Drewski17 wrote:

      I’m all for the home removal, there are too many options that allow people to teleport all over the place, if you want to transport multiple items from your HO you need to make multiple two way trips, not make one trip multiple times. Crafting at a HO is free money with how easy it can be to transport it to the city, teleport back transport another load, teleport back and repeat.
      Have you ever actually done the content you’re criticizing? Do you think people just have a stack of transport mounts in their HO so they never have to do a round trip? Have you thought on how this works at all?
    • Drewski17 wrote:

      I’m all for the home removal, there are too many options that allow people to teleport all over the place, if you want to transport multiple items from your HO you need to make multiple two way trips, not make one trip multiple times. Crafting at a HO is free money with how easy it can be to transport it to the city, teleport back transport another load, teleport back and repeat.
      Running simulator for the win? I mean, I don't see how this helps the player base or adds any improvement. Who is being hurt with one-way transports? To get the mats to craft in an HO in the blackzone they still need to either gather them (risk) or transport them to the HO they're crafting at (risk).

      IMO the only thing this hurts is content in the black zone.

      The developers clearly have never experienced the fun of participating in full-on sweaty ZvZ one hour and switching to Martlock portal 4.1 brawling in Gully the next. They're missing out on the fun of they're own game, and killing that content.

      What they should do if they are going to kill the point of setting home, is just make the "Rest" towns able to be traveled to from the travel planner and not required to set as home. That way players can still run content deeper in the black zone, while also creating a demand for transporting gear to those rest zones (which creates content for ganking, etc.).