[02.11.2016] Test Server Patch Notes (Content Update Faye) - Updated 4.11.

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    • [02.11.2016] Test Server Patch Notes (Content Update Faye) - Updated 4.11.

      TEST SERVER / Final Beta Update Faye / Version 1.0.? / REV ? / 02 November 2016

      Improvements

      Forests Biome
      The Forests arrive, rounding out Albion's full set of biomes! The domain of the Keepers expands to the old growth of Albion's ancient forests. As well as abundant wood, you can also find rock outcrops and ferocious beasts in the depths of the forest.

      Mount mechanics rework
      When (voluntarily) dismounting, your mount remains in the world and continues to provide you with its load bonus, and allows you to quickly re-mount it. If you get knocked off your mount by an opponent, or you attack another player, your mount will make a swift exit! On top of this, mount health is now depleted first while you're mounted, so when mount health reaches zero you will dismount at full health. With this change various mount values, such as speed, health and mount up time have been adjusted.

      Royal Continent Watchtowers
      GvG is back on the Royal continents! Most yellow and red areas now have a Watchtower, which can be claimed and fought over using the GvG system. Watchtower territories rely on NPC guards rather than magic barriers to keep them safe, and resources inside the watchtower's territory can only be harvested by members of the owning Guild, yielding twice the usual resources.

      Building renovation
      You can now upgrade, repair, downgrade and demolish your buildings from within the same interface. Downgrading and demolishing buildings allows you to recover materials used in their construction!

      Emotes
      Added a range of emotes to the game, accompanied by player animations! Find out more by typing /emotes in chat.

      World map improvements
      The world map has had a light visual makeover, and now also allows you to search for clusters (includes autocomplete and cycle-through-options functionality).

      Offscreen nametags
      With this option enabled, you will now see the nametags of approaching players at the edge of your screen as soon as they're in detection range, so you can see who's coming before they enter the screen. The distance that you can spot other players is thus the same for everyone, regardless of screen resolution etc.

      Refining, transmutation and fragment overhaul
      • All T4+ mobs now drop Essences, which are needed to refine all resources.
      • Transmutation going up tiers now requires no silver, but instead requires multiple copies of the resource you're attempting to transmute from.
      • Fragments have been merged and converted into magical materials: Runes, Souls and Relics.
      • Journeyman's Fragments are no more; they have dissolved back into the ether.
      • They no longer have "color", but can still be melded into artefacts.
      • Essences can be transmuted into Runes, Runes into Souls, and Souls into Relics.


      Guard Towers and Outlaws
      • Anyone losing reputation (on the Royal continents), or attacking a non-outlaw or aiding an outlaw (in the Outlands), will be considered an Outlaw for five minutes.
      • When logging out, Outlaw players will not disappear from the gameworld until their Outlaw status has expired.
      • The various leaders of civilized Albion have erected guard towers at city entrances and the edges of patrolled territory (the green zone), and created additional safeguards to ensure Outlaws can never enter their cities.
      • Any Outlaw coming close to a guard tower can expect to be bombarded with heavy weaponry.
      • Being honorable sorts, the guards have clearly demarcated their areas of control, and will refrain from executing downed Outlaws...
      • ...but your fellow players may not be so forgiving!


      Other Improvements
      • Health and mana bars should now be more readable against colorful backgrounds.
      • Market categories have been given a substantial overhaul, and should now be more useful.
      • All mount stats are displayed on their item details screen.
      • Made preparations for winter festivities.
      • A "Looking For Group" chat channel has been added.
      • Reroll costs have been reduced by a factor of five!
      • Furniture chest weight limits have been increased considerably (Expert's chest went from 1661kg to 24,295kg).
      • Furniture chests now use the Bank UI rather than the old hovering UI.
      • If you disconnect, you can now log back in immediately, rather than needing to wait for a delay first.
      • If you disconnect while knocked out, your character will remain in the world until either you recover (at which point you disappear) or you are killed (at which point you die). This includes the case where you disconnect while changing areas.
      • Crafting nutrition use reduced by 50%.
      • Added a confirmation step when spending LP.
      • Updated some agent portraits to match their model.
      • There is now a setting to auto-deny duel requests.
      • Market filters are now disabled in the "complete" tab.
      • Most critters now have abilities of their own - don't get caught out!
      Changes
      • Albion's audio subsystem has been switched out. This should result in better audio features and better performance in future, but such a large change may have side-effects at first.
      • Help channel text has changed color.
      • Transmutators are being retired. Transmutation services are now provided by refining buildings. Existing transmutators become non-functional, and can be demolished to recover their resources.
      • Aspect ratios must now be between 4:3 and ~21:9 (upper bound is actually 43:18, for 3440*1440).
      • Reintroduced building decay (still needs balancing pass).
      Balance Changes
      • Combat Balance changes are not finished yet and will be listed in detail with the upcoming patches for this server.
      Fixes
      • Fixed more instances of agents not having missions; this remains an ongoing project!
      • Fixed an issue where the Wind Wall ability would knock people back the wrong way.
      • Fixed an issue where Keeper and Hell artifacts could not be listed on the market.
      • It should no longer be possible to gain a reputation above 0 while flagged hostile.
      • Fixed an issue where knocked down players were getting up too quickly when fighting non-lethal mobs.
      • Fixed an interaction between Ice Block and Flee abilities.
      • Skinning, rigging, and animation improvements and fixes.


      Combat Balance Changes

      Please keep in mind: This is the test server and final values may change, when the update goes live.

      AoE Escalation
      With this patch AoE escalation will be more relevant and powerful in large scale fights. This should allow for better counter play against bigger sized groups and over-stacking players. Smaller scale fights shouldn't be affected that much by this change.

      • AoEs now start escalating after the second player hit. (mobs do not count)
      • The base damage values of AoEs have been reduced to compensate this change.
      • Each additional player, increases the spell's damge by 10%
        • Spell hits 1 player: 100% spell damage
        • Spell hits 2 players: 110% spell damage
        • Spell hits 3 players: 120% spell damage
        • Escalation maxes out at 200% spell damage
        • Duration of Crowd Control effects doesn't increase with escalation.
      Resilience Penetration
      Melee weapons are now able to pierce through a portion of the Focus Fire Penetration. This change will make pure DPS melee weapons more viable in large scale fights. In those fights they will now be especially effective against enemy tanks, which usually have a lot of target's attacking them and thus a high Focus Fire Protection. For any small scale combat the impact of the penetration is very small.

      • Melee weapons now have a new stat, called Reslience Penetration.
      • Resilience penetration ignores a percentage of the target's Focus Fire Protection.
      • Focus Fire Protection is now called Resilience. (To keep names short and easy to remember)
      • Example: Your weapon's Resilience Penetration is 50%. Your attack would normally inflict 100 damage. But the target has been attacked by multiple players and it's resilience reduces any incoming damage by 40%. However, this 40% Resilience will be penetrated by 50%. This means ultimately out of your 100 base damage, 80 will go through. (it would be 60 without the Resilience Penetration). The height of the Resilience Penetration differs per weapon. (The value is listed in the item details screen)
      Arcane Staffs
      With so many and strong buffs in the game, the Arcane Staff's control potential with multiple short cooldown purge abilities, was making this weapon too strong. Therefore the cooldown times have been adjusted.

      Purge
      • Cooldown: 10s -> 15s
      Arcane Orb
      • Explosion Radius: 7m -> 5m
      • Cooldown: 15s -> 20s
      Bows
      Undead Arrows
      • Duration: 5s -> 8s
      Cursed Staffs
      New Q-Slot ability: Cursed Scythe
      Vile Curse
      • Max Stacks: 3 -> 4
      • Cooldown: 3 -> 2
      • Base Damage reduced by 25%
      Desecrate
      • Root Duration increased by 24%
      Death Curse
      • Damage scalaing adjsuted to 4 stacks. (min and max damage stays the same)
      Area of Decay
      • Hit interval: 1.5s -> 1.2s
      Field of Death
      • Invisible enemies are now revealed inside the spell's area
      • Cast Time: 1.5s -> 0.s
      • Hit Delay: 0s -> 0.6s
      Fire Staffs
      New W-Slot ability: Fire Ball
      Meteor
      • Damage increased by 4%
      Frost Staffs
      • New W-Slot ability: Frost Beam
      Frostbolt
      • Damage increased by 14%
      Frost Bomb
      • Damage increased by 35%
      • Slow Strength: 40% -> 20%
      Hammers
      Charge
      • Dash Speed: 15 -> 25
      Holy Staffs
      Flash Heal
      • Heal increased by 7%
      • Cast Range: 11m -> 12m
      Holy Explosion
      • Now keeps knocking back the entire duration
      Maces
      Snare Charge
      • Dash Speed: 15 -> 25
      Quarter Staffs
      Forceful Swing
      • Enemy Attack Speed Reduction: 40% -> 80%
      Fatal Blade
      • Spell hitbox: 4m -> 3m
      • Range: 11m -> 9m
      • The spell doesn't remove the target's crowd control resistance anymore
      Swords
      Iron Will
      • Cooldown: 15s -> 20s
      • Energy Cost increased by 22%
      • Incoming damage is now always reduced by flat 30%. Instead of the scaling resistance buff.
      Spinning Blades
      • Extra damage versus players: 5% of max health -> 3% of max health
      Armors
      • Electric Field
      • Damage reduced by 10%
      Energy Drain
      • Enemy energy loss increased by 60%
      Helmets
      Bear Trap
      • Removed the spell indication area
      • Doubled slow duration
      • Slow Strength: 91% -> 90%
      • Trap lay down delay: 0.4s -> 0.2s
      Stone Skin
      • Self Damage reduction: 50% -> 30%
      • Now also reduces Heal Power, while active
      • Incoming damage is now always reduced by flat 60%. Instead of the scaling resistance buff.
      • Duration: 10s -> 7s
      Shoes
      Invisibility
      • Now a movement buff is charged up, while channeling
      • Doesn't reveal other invisibile players anymore
      Sprint Shield
      • Duration: 4s -> 6s
      • Move Speed Increase: 50% -> 60%
      • Shield strength reduced by 45%
      Evasive Jump
      • The Jump duration is now alays 1s, no matter the distance

      Fixes

      Fixed more instances of agents not having missions; this remains an ongoing project!
      Fixed an issue where the Wind Wall ability would knock people back the wrong way.
      Fixed an issue where Keeper and Hell artifacts could not be listed on the market.
      It should no longer be possible to gain a reputation above 0 while flagged hostile.
      Fixed an issue where knocked down players were getting up too quickly when fighting non-lethal mobs.
      Fixed situations in which you could circumvent the self silence of the Flee ability.
      Skinning, rigging, and animation improvements and fixes.
      Fixed various spell tooltips and descriptions.

      Edit: Updated with Combat Changes. -Talion
    • just ice block and flee? Not knight helm or other invulnerability actions?

      Building decay fucking blew dick before, I'd it going to be as heavy as it was?

      Also, do all watch towers now give double resources and prevent non guild members from harvesting? Currently that is not the case for black watchtowers.
    • Axolotl schrieb:

      TEST SERVER / Final Beta Update Faye / Version 1.0.? / REV ? / 02 November 2016



      Offscreen nametags
      With this option enabled, you will now see the nametags of approaching players at the edge of your screen as soon as they're in detection range, so you can see who's coming before they enter the screen. The distance that you can spot other players is thus the same for everyone, regardless of screen resolution etc.

      What exactly does that mean? You can not "hide" in forests or choke points with a roaming group anymore and hunt or surprise ppl? What is the detection range and is everyone detected automatically?
    • Tito schrieb:

      Axolotl schrieb:

      TEST SERVER / Final Beta Update Faye / Version 1.0.? / REV ? / 02 November 2016



      Offscreen nametags
      With this option enabled, you will now see the nametags of approaching players at the edge of your screen as soon as they're in detection range, so you can see who's coming before they enter the screen. The distance that you can spot other players is thus the same for everyone, regardless of screen resolution etc.
      What exactly does that mean? You can not "hide" in forests or choke points with a roaming group anymore and hunt or surprise ppl? What is the detection range and is everyone detected automatically?
      "Detection range" here means anyone which the client knows about currently, which is on the order of a screen-width or two (I could find the exact number if it's important). This is addressing the issue where eg your screen resolution affects how quickly you can spot someone; now everyone gets information about nearby players at the same distance, regardless of hardware. You'll still be able to ambush people, you'll just have to execute more cleanly so you're cutting off escape routes before you're close enough to be spotted.
    • Altho, I was really hoping to see an AUTO Gathering mechanism..to do away with the click, click,click,click method, I am overall happy to see a few game changing features in the patch.

      The only update I didn't like is: "All T4+ mobs now drop Essences, which are needed to refine all resources." I get what you are trying to do...but I think you will find that this is silly on many levels.

      #1 It don't make sense that all monsters regardless of there type would have this Essences. How about an Essence Protector Boss? Make the game fun..=]

      #2 If all T4+ have them..there is no need to adventure to get it or go to a specific location to get it. Don't you guys think you should put some of these things in specific locations where only pvp happens to enhance pvp? It's like there just are no rare items..everyone can get everything WAY to easily.

      Above is just 2 ideas. I know you probably want them to be more common.....but why? Why should getting them be easy? Do you want people spam using them? If they do..the value of them is = to wothless..and there are WAY to many worthless items in game. Just my 2 cents...
    • Axolotl schrieb:

      Building renovation
      You can now upgrade, repair, downgrade and demolish your buildings from within the same interface. Downgrading and demolishing buildings allows you to recover materials used in their construction!
      edited

      Buildings seem to have 2 states now:
      - "in-progress" (someone threw in resources on next upgrade, it gets a builder now and the usual npc is gone)
      ^you can only click on the builder and get the building-interface
      - "done" (no resources for next upgrade, the usual npc is at his usual spot - the "old" design)
      ^you can only click on the crafting-npc, opening the usual crafting-inteface

      @Axolotl
      at this point:
      what if some funny guy throws in 1x t1 stone?
      the state goes to "in-progress" and it gets slightly more annoying to get into the crafting-interface, since it opens the building-interface first.
      how about: keeping the crafting-npc during the "in-progress"-state aswell?

      i see how the currently tested mechanic is going to annoy people sooner or later, so just fix it now^^


      Edit:
      NEVERMIND
      guess you noticed that already and i just happened to click on the one guy that doesnt have it fixed yet: Mages' Tower
    • Wait a second... you were going to ease the gathering grind and introduce essences to counter-balance the income of materials, but everyone was very vocal against it, right? Now you decided to not fix the resources respawn and just add the essences anyway? Like, as if the solution to this mind-numbing, boring PvE AO has is to force people to grind it?

      Also this: Reintroduced building decay (still needs balancing pass). LOL
      Youtube channel (GvGs, OW-PvP etc): youtube.com/c/Nietz
    • i alsothing it will be too easy to find artefacts but at least dungeon will be more important!

      i just hope the problem with the sound that is toooo quiet will be fixed
      horses cant be heard and some skills do no sound at all

      but everything else i saw looks nice
      looking forward to the update ;)
      I guard my king with heart and soul!
    • It will still be annoying farming t4 and t5 mobs in your 6.x gear. You wont get fame and its pure grind but needed for crafting. Could you change them, so you need essences to craft items, not to refine ressources like last Beta?
      These essences are quite heavy too. I was overloaded after 30 t6 Veterans.
      And is there a chance to get an auto loot for pve content, since every mob drops s.th.? (just essences/silver not gear or other special loot like artifacts)
      never stop pretending
    • Termination schrieb:

      @Korn does this mean the alt f4 at the gate is still not fixed, we have seen many people doing this and my guild has reported them multiple times with video eveidenxe but they only get a 10 day slap on the wrist.

      Would be nice if this is finally fixed after being a bug for over 2 betas
      • If you disconnect while knocked out, your character will remain in the world until either you recover (at which point you disappear) or you are killed (at which point you die). This includes the case where you disconnect while changing areas.
    • name tags are trash anyway lol.

      At this point in the beta, if resources and gathering are not the primary focus you may as well just remove it all together. This is the one issue that made many of your non pvp heads quit within a week. With Bullshitt node respawn, bad layout, and stupid high fame requirements how do you expect newer or slower gatherers in the same area to compete with me when I can gather every wood node to t7? I can strip a zone or two every 10 minutes and I will always have backup being in a bigger guild..

      Hotspot and respawn changes were promised but are now quietly being pushed under the rug in favor of pve and map reworking. Those won't do anything if your core gathering players all quit a week after launch. Things may be OK now considering almost 75% or more of your population is no longer playing, but it's still a massive pain to compete with even 1 or 2 gatherers for a resource.