Updated Testserver Patchnotes - 2 March 2018 (Lancelot)

    Diese Seite verwendet Cookies. Durch die Nutzung unserer Seite erklären Sie sich damit einverstanden, dass wir Cookies setzen. Weitere Informationen

    • Updated Testserver Patchnotes - 2 March 2018 (Lancelot)

      Lancelot Update


      Features
      Fishing
      Players can now fish in any of Albion's bodies of water to catch common fish, rare fish, and even sunken treasures and items.
      • Rewards vary by biome, freshwater vs. saltwater, and zone
      • New fishing armors and Destiny Board path, with a complete progress system
      • New fish meals and fish bait recipes - fish can also be bought and sold like other materials or used raw as a consumable
      • Experienced anglers can catch a boss fish and construct a trophy
      Guild Rights Management System
      The rights management is based on two parts:
      • Creating roles and assigning rights to them
      • Assigning these roles (and therefore rights) to guild members
      Guild leaders (or anyone with sufficient access rights) can create guild roles, which include a name, an icon and a color. Once a role is created, rights can be assigned to it at 3 levels: "does not have the right", "has the right", and "has the right and can assign it to others". Roles can then be assigned to guild members. One guild member can be assigned any number of roles, and will have all the rights included in all roles.
      A detailed guide to this system will be published when the Lancelot update goes live.
      Guild Quality-of-Life Improvements
      • New "chest log" system allows guild leaders (and others with access rights) to track resources deposited and removed
      • New Guild Vaults allow guilds to deposit and withdraw items in territories and on guild islands
      • Guild Vaults can be upgraded to have more tabs, and guilds can set up access rights for each tab individually
      • Invite to Party/Whisper can now be done via Guild UI
      Server Performance Improvements
      • Numerous improvements over the past months will go live with Lancelot, which should lead to better performance, particularly during large-scale battles
      GvG Season Changes
      • Rogue Mages can now be placed in enemy territories to steal siphoned energy
      • Siphoning Mages now spawn dynamically:
        • first Mage: 1.5 hours
        • second Mage: 2 hours after the first Mage spawns
        • third Mage: 3 hours after the second Mage spawns
        • fourth Mage: 6 hours after the third Mage spawns
        • With this change the value of each Mage is more comparable over time in regards to the points and tokens they provide. This will also make the income during ‘ramp’ up comparable to the income with all Mages up.
      • Dropped energy can now be claimed entirely by the player who kills the mage, without any going directly to the guild
      • Castles now provide energy at the beginning of prime time
      • Owning Siphoning OR Rogue Mages in a territory prior to a battle gives a combat buff during GvG fights, giving more guild members the potential to have an impact on the outcome of a GvG
      • Capturing an orb immediately deducts a point from the enemy team, making flawless victories much more difficult to achieve
      • All guards in a territory now reward fame when killed, including Siphoning Mages
      New Artifact Armors
      Lancelot will bring Level 3 Artifact Armor sets to accompany the Level 3 weapons already in the game. These will mix offensive, defensive, and utility spells to add new depth to combat, for a total of nine new spells.
      Roaming Mobs
      With the Lancelot update, the NPC factions in Albion will become much more prevalent in Albion's biomes: instead of appearing only in preexisting camps, they will now spawn throughout the open world.
      • Roaming Mobs will vary in difficulty and rarity, and are designed to be taken down by solo players and small groups
      • They will give overall higher rewards than those found in Expeditions
      • Aggro ranges are balanced to allow gatherers to avoid these mobs
      • Biome-specific hidden treasures will spawn around roaming mobs
      Luxury Goods
      Luxury Goods are special items dropped by mobs, consisting of antiques from Albion's ancient past. They cannot be used directly, but rather have a fixed value in a particular city based on their category, and can always be sold in that city.
      • As all categories can be found in all areas, getting their full value will often require transporting them across large distances
      • Players can transport items themselves, or buy them cheaply in a faraway city and transport them for a large profit
      New Hellgates
      Lancelot will introduce a new type of Hellgate:
      • 2v2 Hellgates now appear in red and black zones with full-loot PvP and no gear level cap
      Names of Hellgates have been updated for clarity:
      • Lesser Hellgates (formerly Ashen Hellgates), which offer the smaller 2v2 map
      • Greater Hellgates (formerly Ignited and Infernal Hellgates), which offer the larger 5v5 map
      Additional Hellgate info:
      • If another Hellgate of the same type is open, the connection rate will be 100%
      • Greater Hellgates will remain in yellow, red and black zones
      • Lesser and Greater Hellgates will have different icons on the minimap
      • Spawn time for all Hellgate Portal Guardian mobs in red/black zones increased
      New Expedition
      Lancelot will introduce In the Raven's Claws, a new T6 Group Expedition that tasks adventurers with rescuing a captured agent from the clutches of the Disciples of Morgana before he reveals critical secrets.
      Additional Features
      • Siege Ballistas: These rideable machines operate as support units, inflicting and maintaining bleed effects on a large groups. They are more affordable than other battle mounts, leveling the field for individuals and smaller guilds.
      • Tomes of Insight: These books are dropped by open-world mobs and give an immediate boost to combat fame. As they have a rare drop chance and are not obtainable from Expedition mobs, they will provide a fame boost to those who partake in open-world combat.
      Improvements
      Numerous audio improvements and fixes:
      • Remixed and remastered all audio tracks for combat, foley, music, and UI - all tracks are now 12 db louder overall, with improved playback and blending
      • Reworked all timings for impact sounds during combat
      • Added/Fixed sounds for all mobs that were missing audio feedback (e.g. Guardians)
      • Decreased the music trigger range for bosses
      • Fixed audio conversion settings that previously led to distortion of various sounds
      Improved the Party Management UI:
      • UI can now be placed anywhere
      • Sorting of party members can be changed via drag-and-drop
      • Raid UI reworked with improved visuals
      Improved Heretic Mob Camps at beginning of game
      Boss mobs now have a different ring outline from miniboss mobs
      New loading screens for Starter Towns, Hellgates, and more
      Changes
      Changes to "Eternal Battle" and "For a Fistful of Silver" Hardcore Expeditions:
      The changes will bring the difficulty of these expeditions down somewhat, putting them more on the same level as similar-level expeditions. Also removed a number of mobs, moved mobs to different positions, and changed their patrol paths.
      Additionally, there have been changes to some of the mobs:
      Heretic Brawler: movement speed and resistance to crowd control reduced, as well as an increased casting time on their Heavy Slap
      Undead Governor: Powerful Lunge now has casting time, and the mob will not use its big AoE Pull when there are more than 5 Haunted Officials alive at a time.
      After monitoring the amount of Hardcore Expedition Maps dropped in the open world and the number of Hardcore Expeditions played each day, we have reduced the drop chance of these maps to ⅓ its previous rate to ensure the market value of Expedition Maps remains appropriate.
      Fame reward for Trapped Demon in Lesser Hellgates (formerly known as Ashen Hellgates) has been doubled.
      To prevent them from being killed too easily by small groups, Siphoning Mages can now use Ice Block once in any battle, regardless of how many players attack. They will use Ice Block a second time when they are attacked by 4 or more players, and a third and final time when they are attacked by 8 or more players.
      The stack size for consumable potions on a character has been increased from 5 to 10.
      The Heretic Deranged Ol' Chopper (Tier 3, solo) got hit on the head by a falling tree and forgot how to use Whirlwind.
      Increased the costs of Laborer Journals by tier - they used to be 1000 Silver independent of tier, now they start at 500 and go up to 32000 for T8.
      Lesser Hellgate Chest Spawn Timer: 1min -> 2min
      Balance Changes

      Misc:

      • Mobs now give a small amount of energy on death (this is also shared in groups, similiar to fame)
      • Flattened the CC Duration & CC Reistance curve. This should not affect when fought on equal gear, but normalize cc duration in gear difference. i.e. a T8 weapon stun doesn't last forever on a T2 armor target)
        • Halfed CC Resistance increase per IP
        • Halfed CC Duration increase per IP
      Arcane Staffs:
      • Energy Bolt
        • Min Damage: 86.58 -> 97.40
      • Arcane Protection:
        • Standtime: 0.2s -> 0s
      Axes:
      • Rending Strike:
        • Bleed Duration: 4s -> 5s
      • Rending Swing:
        • Bleed Duration: 4s -> 5s
        • Radius: 5m -> 6m
      Bows:
      • Removed the Passive Aggressive Rush
      • Added a New Passive: Piercing Arrows - Each normal attack increases the target's damage received by 1% for 3s (stacks up to 5 times)
      • Explosive Arrows:
        • Gets now activated everytime an arrow hits an enemy (can now also be activated by your abilities, i.e. while active each hit of a Multishot triggers an explosion)
        • Number of Shots: 5 -> 8
        • Damage: 26.30 -> 21.45
        • Buff Duration: 10s -> 15s
        • Cooldown: 15s -> 20s
        • Energycost: 11 -> 12
      • Speed Shot:
        • The buff now also increases attack speed
        • Movespeed increase: 33% -> 20%
      • Ray of Light
        • It can now hit multiple enemies
        • Radius: 2m -> 3m
      Crossbows:
      • Deathward Climax
        • Channel Duration: 5s -> 3.6s
        • Damage Interval: 0.25s -> 0.3s
        • Total Channel Damage: 643.50 -> 720.72
      Daggers:
      • Devastating Strike:
        • The Channel is now uninterruptible
      Fire Staffs:
      • Fire Bolt:
        • Burn Tick: 5 -> 4
        • First Burn tick after: 0s -> 1s
      • Fire Wall
        • Duration: 6s -> 5s
      • Flame Tornado:
        • Damage per Tick: 71.41 -> 51.00
        • Has now seperate damage values vs mobs
      Frost Staffs:
      • Frost Bolt:
        • Doesn't trigger Diminishing Returns anymore.
      Holy Staffs:
      • Desperate Prayer:
        • Max Heal Condition: 40% Health or lower -> 30% Health or lower
      Maces:
      • Snare Charge:
        • Jump Time: 0.73s -> 0.55s
        • Standtime: 0s -> 0.5s
        • Radius: 4m -> 6m
        • Impact radius now also interrupts enemy spell casts
      Nature Staffs:
      • Rejuvenation:
        • Cooldown: 1.5s -> 1.3s
        • Energycost: 4.5 -> 3.9
        • Number of Ticks: 8 -> 9 (first tick happens at 0s, so the HoT duration is 8s)
        • Standtime: 0.2s -> 0s
      Spears:
      • Lunging Strike
        • Cooldown: 4s -> 3s
        • Hit Delay: 0.2s -> 0.1s
        • Standtime: 0.4s -> 0.2s
      • Cripple
        • Hit Delay: 0.2s -> 0.1s
        • Standtime: 0.4s -> 0.2s
      • Deflecting Spin
        • The caster can now move during the channel
      • Reckless Charge
        • The spell has been reworked to a forward leap, which knocks enemeis instantly up. (The caster dashs forward, similiar to the Bloodletter E)
      Swords:
      • Charge (the spell is reworked)
        • Cast Time: 0s -> 0.5s (uniterruptible)
        • Range: 9m -> 12m
        • After the cast the player is completely invincible to damage and cc for 1s (The Charge dashs through Fire Wall or Wind Wall for instance)
        • Removed the root, instead it consumes Heroic Charges for more damage
        • Max Damage: 170.27 -> 292.41
        • Standtime: 0s -> 0.8s
        • Now always stuns enemies for 0.8s, igrnoring crowd control resistance. (this doesn't apply to mounted players)
      Armors:
      • Levitate:
        • Cooldown: 30s -> 45s
      • Force Shield
        • Max affected targets: 5 -> 10
      • Scholar Robe*
        • Health Regeneration Bonus: 0% -> 80%
      • Cleric Robe*
        • Health Regeneration Bonus: 0% -> 70%
      • Mage Robe*
        • Health Regeneration Bonus: 0% -> 60%
      • Mercenary Jacket*
        • Health Regeneration Bonus: 0% -> 150%
      • Hunter Jacket*
        • Health Regeneration Bonus: 0% -> 140%
      • Assassin Jacket*
        • Health Regeneration Bonus: 0% -> 130%
      • Soldier Armor*
        • Health Regeneration Bonus: 200% -> 200%
      • Knight Armor*
        • Health Regeneration Bonus: 200% -> 210%
      • Guardian Armor*
        • Health Regeneration Bonus: 200% -> 220%
      • Gatherer Gear
        • Health Regeneration Bonus: 15% -> 215%
      • *also applies to arifact armors with the same stats
      Food
      • T8 Normal Fish Buff:
        • Increased Crowd Control Duration: 15% -> 10%
      Flame Basilisk: (it's role is reworked)
      • Stats:
        • Movespeed: 120%
        • Resistance Factor: 0.8
        • CCR Factor: 1.4
      • Spells:
        • Q - A 10m radius ground attack, which increases damage taken by 15% for 10s. And deals no damage (can't be stacked)
        • E - A cone attack which instantly deals medium one time damage and reduces healing received by 70% for 7s
      Venom Basilisk: (it's role is reworked)
      • Stats:
        • Movespeed: 120%
        • Resistance Factor: 0.8
        • CCR Factor: 1.4
      • Spells:
        • Q - A 10m radius ground attack, which reduces Damage by 25% for 10s. And deals no damage (can't be stacked)
        • E - A cone attack which instantly deals medium one time damage and halves Crowd Control Resistance for 7s
      Siege Ballista:
      • Removed the CC Resistance debuff from the Multishot



      Misc:
      • Mobs now give a small amount of energy on death (this is also shared in groups, similiar to fame)
      • Flattened the CC Duration & CC Reistance curve. This should not affect when fought on equal gear, but normalize cc duration in gear difference. i.e. a T8 weapon stun doesn't last forever on a T2 armor target)
        • Halfed CC Resistance increase per IP
        • Halfed CC Duration increase per IP
      Arcane Staffs:
      • Energy Bolt
        • Min Damage: 86.58 -> 97.40
      • Arcane Protection:
        • Standtime: 0.2s -> 0s
      Axes:
      • Rending Strike:
        • Bleed Duration: 4s -> 5s
      • Rending Swing:
        • Bleed Duration: 4s -> 5s
        • Radius: 5m -> 6m
      Bows:
      • Removed the Passive Aggressive Rush
      • Added a New Passive: Piercing Arrows - Each normal attack increases the target's damage received by 1% for 3s (stacks up to 5 times)
      • Explosive Arrows:
        • Gets now activated everytime an arrow hits an enemy (can now also be activated by your abilities, i.e. while active each hit of a Multishot triggers an explosion)
        • Number of Shots: 5 -> 8
        • Damage: 26.30 -> 21.45
        • Buff Duration: 10s -> 15s
        • Cooldown: 15s -> 20s
        • Energycost: 11 -> 12
      • Speed Shot:
        • The buff now also increases attack speed
        • Movespeed increase: 33% -> 20%
      • Ray of Light
        • It can now hit multiple enemies
        • Radius: 2m -> 3m
      Crossbows:
      • Deathward Climax
        • Channel Duration: 5s -> 3.6s
        • Damage Interval: 0.25s -> 0.3s
        • Total Channel Damage: 643.50 -> 720.72
      Daggers:
      • Devastating Strike:
        • The Channel is now uninterruptible
      Fire Staffs:
      • Fire Bolt:
        • Burn Tick: 5 -> 4
        • First Burn tick after: 0s -> 1s
      • Fire Wall
        • Duration: 6s -> 5s
      • Flame Tornado:
        • Damage per Tick: 71.41 -> 51.00
        • Has now seperate damage values vs mobs
      Frost Staffs:
      • Frost Bolt:
        • Doesn't trigger Diminishing Returns anymore.
      Holy Staffs:
      • Desperate Prayer:
        • Max Heal Condition: 40% Health or lower -> 30% Health or lower
      Maces:
      • Snare Charge:
        • Jump Time: 0.73s -> 0.55s
        • Standtime: 0s -> 0.5s
        • Radius: 4m -> 6m
        • Impact radius now also interrupts enemy spell casts
      Nature Staffs:
      • Rejuvenation:
        • Cooldown: 1.5s -> 1.3s
        • Energycost: 4.5 -> 3.9
        • Number of Ticks: 8 -> 9 (first tick happens at 0s, so the HoT duration is 8s)
        • Standtime: 0.2s -> 0s
      Spears:
      • Lunging Strike
        • Cooldown: 4s -> 3s
        • Hit Delay: 0.2s -> 0.1s
        • Standtime: 0.4s -> 0.2s
      • Cripple
        • Hit Delay: 0.2s -> 0.1s
        • Standtime: 0.4s -> 0.2s
      • Deflecting Spin
        • The caster can now move during the channel
      • Reckless Charge
        • The spell has been reworked to a forward leap, which knocks enemeis instantly up. (The caster dashs forward, similiar to the Bloodletter E)
      Swords:
      • Charge (the spell is reworked)
        • Cast Time: 0s -> 0.5s (uniterruptible)
        • Range: 9m -> 12m
        • After the cast the player is completely invincible to damage and cc for 1s (The Charge dashs through Fire Wall or Wind Wall for instance)
        • Removed the root, instead it consumes Heroic Charges for more damage
        • Max Damage: 170.27 -> 292.41
        • Standtime: 0s -> 0.8s
        • Now always stuns enemies for 0.8s, igrnoring crowd control resistance. (this doesn't apply to mounted players)
      Armors:
      • Levitate:
        • Cooldown: 30s -> 45s
      • Force Shield
        • Max affected targets: 5 -> 10
      • Scholar Robe*
        • Health Regeneration Bonus: 0% -> 80%
      • Cleric Robe*
        • Health Regeneration Bonus: 0% -> 70%
      • Mage Robe*
        • Health Regeneration Bonus: 0% -> 60%
      • Mercenary Jacket*
        • Health Regeneration Bonus: 0% -> 150%
      • Hunter Jacket*
        • Health Regeneration Bonus: 0% -> 140%
      • Assassin Jacket*
        • Health Regeneration Bonus: 0% -> 130%
      • Soldier Armor*
        • Health Regeneration Bonus: 200% -> 200%
      • Knight Armor*
        • Health Regeneration Bonus: 200% -> 210%
      • Guardian Armor*
        • Health Regeneration Bonus: 200% -> 220%
      • Gatherer Gear
        • Health Regeneration Bonus: 15% -> 215%
      • *also applies to arifact armors with the same stats
      Food
      • T8 Normal Fish Buff:
        • Increased Crowd Control Duration: 15% -> 10%
      Flame Basilisk: (it's role is reworked)
      • Stats:
        • Movespeed: 120%
        • Resistance Factor: 0.8
        • CCR Factor: 1.4
      • Spells:
        • Q - A 10m radius ground attack, which increases damage taken by 15% for 10s. And deals no damage (can't be stacked)
        • E - A cone attack which instantly deals medium one time damage and reduces healing received by 70% for 7s
      Venom Basilisk: (it's role is reworked)
      • Stats:
        • Movespeed: 120%
        • Resistance Factor: 0.8
        • CCR Factor: 1.4
      • Spells:
        • Q - A 10m radius ground attack, which reduces Damage by 25% for 10s. And deals no damage (can't be stacked)
        • E - A cone attack which instantly deals medium one time damage and halves Crowd Control Resistance for 7s
      Siege Ballista:
      Removed the CC Resistance debuff from the Multishot

      Fixes
      • Fixed numerous instances where resources were not harvestable
      • Fixed an issue where the keyboard became unresponsive if the Marketplace search box was active and the player moved away from the building
      • Fixed sorting order of Match Stats UI
      • Fixed an issue with the broken GvG scrollbar and added shift-click functionality
      • Item count is now displayed in reward popups
      • Numerous graphical fixes, including clippings, broken meshes and floating objects
      • Morgana Crossbowman should now always fire Suppression Fire in the targeted direction
      • Fixed an issue where screen resolution was not updating when switching from window to fullscreen view
      • Linux: fixed an issue that prevented using ctrl commands in the chatbox or login field
      • iOS: Kill/Death Details UI now displays data
      • Fixed an issue that prevented getting fame for killing Condemned Necromancer if the killing blow was dealt by its minion
      • Numerous additional graphical, animation, and localization fixes

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Elsa () aus folgendem Grund: Updated patch notes

    • tabooshka schrieb:

      So far you can HEAR MOUNTS that are offscreen and offscreen nametags arent working, I hope it stays that way!
      Hi there! Could you check your in-game settings (Settings -> Name Tags -> Show Offscreen Nametags option)? I guess it might be disabled cuz it works for me. Note that off-screen nametags are disabled in cities and bank/marketplace clusters.

      The sound distance might be a little off tho...
    • Dagother schrieb:

      tabooshka schrieb:

      So far you can HEAR MOUNTS that are offscreen and offscreen nametags arent working, I hope it stays that way!
      Hi there! Could you check your in-game settings (Settings -> Name Tags -> Show Offscreen Nametags option)? I guess it might be disabled cuz it works for me. Note that off-screen nametags are disabled in cities and bank/marketplace clusters.
      The sound distance might be a little off tho...
      Yea, that was the city thing, nametags work as before outside, I hope sound doesnt get changed tho.


      Also found a bug, if I close the loot bag and leave items inside, for example with luxury goods when I open it back up I cant take them
    • Dagother schrieb:

      tabooshka schrieb:

      So far you can HEAR MOUNTS that are offscreen and offscreen nametags arent working, I hope it stays that way!
      Hi there! Could you check your in-game settings (Settings -> Name Tags -> Show Offscreen Nametags option)? I guess it might be disabled cuz it works for me. Note that off-screen nametags are disabled in cities and bank/marketplace clusters.
      The sound distance might be a little off tho...
      This would be a really good fix.

      Sound of mounts/footsteps off screen, instead of name tags showing who and what guild is coming towards you. STOP THE CAREBEAR SHIT!


    • cuatro schrieb:

      trying to log in to the test server and its asking for a security code that never gets sent...
      You can't verify your account on the test server, unfortunately. In order to enter, you needed to have a verified account on the live server at the time the database was copied over from Live to Staging. The issue is that the Staging server is currently running on an old database.

      You'll be able to enter the server once the database is transferred again.

    • "Castles now provide energy at the beginning of prime time"

      Does this mean you only get energy at the beginning of prime time for that zone? If so, that's fucking bullshit. Castles is basically the only fucking content we have left on west coast NA at night time, it allows us to be competitive even if we can't no life, we have jobs Jesus Christ, give us our night time content. Really fucking stupid.
    • Hello, as you know, you can not do mage items yet.
      But I see that in the game Albion Online, there are more important and less important players for our game developers.





      i would like to know how to craf, or can I test?...
      I did not get any response, he fled to the island
      :)

      Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von Szkodnik ()

    • xooEumaeos schrieb:

      PrintsKaspian schrieb:

      Owning Siphoning OR Rogue Mages in a territory prior to a battle gives a combat buff during GvG fights, giving more guild members the potential to have an impact on the outcome of a GvG
      This does not belong in GvG. 5's play should not be about zerging down Mages before a match. The skill of the teams should be the lone deciding factor of GvG's.
      Please rethink this.

      I agree with you but they will not change this - it's obvious guilds are quitting because they can't get territory and they're already been talking and implementing stuff to make ZvZ the only deciding factor in the game. If this doesn't work and the zerg guilds/alliances still don't have territories after this, I wouldn't be surprised if they just remove GVG from the game all-together and just make territories ZvZ content. :D