(Test Server) Launch Patch #1
Albion Online launched two weeks ago with great success, exceeding our expectations! Shattering all of Albion Online's previous records, you have really shown us your support and faith in the game. Thank you!
Unfortunately, this amazing success came hand-in-hand with some server and performance issues. We have been working day and night to get rid of these issues, and improving the game experience for everyone. This patch includes some changes to help with the cities, especially Caerleon, being overpopulated, by putting hot spots in their own separate map. This will help relieve the pressure on the cities. We are still working on stabilizing the server issues.
On top of that, we are also pushing out an abundance of other changes and fixes such as making farms default settings private, and fixing the issue where excess Fame would not overflow to the next level.
Overall we are really happy with the start of Albion Online, and cannot wait to continue writing history alongside you!
Update: This patch has some critical fixes and improvements that we want to get to you as soon as possible; normally we'd let it sit on the test server for a while to make sure it gets thoroughly looked at, but under the circumstances we want to get this to you as soon as possible.
We've made some changes to the server code which we hope will help solve the ongoing server issues we've been experiencing.
We've made some changes to the Outland portals and the mount gallop mode which aim to break the dominance of gatecamps and mounted gankers we've been seeing.
Finally, we've spread out the powerful events in Albion in a way which encourages engaging them with smaller groups, which should help prevent situations where fights degrade into lagfests.
If you earn more Fame than you need to complete your next Destiny Board level, the excess Fame is now applied to the following level(s)
You can now see the actual crafting capacity amount in the capacity bar's tooltip (only refreshes when reopening the building info)
There are now tooltips in item info on the weight and item value numbers for stacks of items, that tell you the values for a single unit
Weapons, offhands, armors, mounts, tools, refined materials, furniture, potions and food now all have crafting sounds that more sensibly match their materials
The Ore Giant has been tweaked and improved
Crafted by info on items is now preserved when they're bought and sold at marketplaces
Haldon Hill (Gleinmoor) has been renamed Haldon Tor and demoted from T5 to T4
All major cities - Bridgewatch, Lymhurst, Fort Sterling, Thetford and Martlock - now have their bank and marketplace moved out into two additional, separate areas, the same way as in Caerleon; this should improve performance
The Caerleon Realmgate has been moved out into its own additional, separate area, which connects directly to both the city and the underway
Castle chest spawn times have been altered:
They will now spawn twice every Sunday, at the same time in all clusters
The first spawn will happen when the earlier spawn would've happened
The second spawn will happen when the latest spawn would've happened
This means that, at each spawn time, there are twice as many castles to fight over (and at least two on each continent), which should spread the server load out a bit more
Please note that we cannot be sure how many people will show up for these fights or how the servers will handle them, so the play experience may be uneven
Temporarily doubled spawn rates of T4 resources in safe zones, and of T5 resources in yellow zones; this is not expected to be permanent
To improve queue times, expeditions will now always look for one tank, one healer and three DPS
Adjusted volumes of beam sounds for buffs and debuffs
UI no longer shows durability for items that don't really have durability
Item icon frames will now always show the notches for enchantment levels, even if they're unenchanted (in this case all notches will be empty)
Adjusted the Curious Excavation expedition to only require six Deranged Firestarters, rather than eight
Adjusted the "in combat" code so you can no longer be in combat with a mob that cannot fight back
Leaving the ring in a duel now ends the duel after 10s, rather than 3s (you know who you are and what you were doing)
You can no longer place furniture anywhere in Caerleon Bank or Caerleon Market
Now that farms are up and running, mobs will no longer drop carrots
Reputation gain from PvE increased by 50%
Increased daily reputation recovery at Villainous from 500 to 750
Reduced daily reputation recovery at Nefarious level from 1500 to 500
Increased daily reputation recovery at Dreaded reputation from 1500 to 2000
Dreaded players can no longer disengage their PvP mode
The net effect from these changes is to make it much more desirable to stay above Nefarious; to keep people from staying for too long at the maximum penalty level; and to prevent people from disabling PvP once they're Dreaded (which should have minimal impact as they can't enter red zones anyway)
Access rights on farm buildings now default to private
Access rights on houses now default to private
Access rights on guildhalls now default to guild
Gallop now times out after 2s standing still (rather than 1s), and persists when changing clusters
Ashen and Ignited Hellgates now generally spawn new gatekeeper mobs about twice as quickly
Cluster change invulnerability now expires once you've moved more than 150m from the entrance, and if it's removed in this way it will now also allow you to gain another invulnerability immediately; this resolves some issues with Caerleon Underway among other things
Relic chests now spawn four times per day (previously daily), at 1700, 2100, 0100 and 0500 UTC
Castle chests now respawn twice each weekday and four times each weekend day (previously weekly)
On week days there is always one spawn per castle at 2100 UTC, and the second one alternates between 1700 and 0100
On weekends, they respawn at 1700, 2100, 0100 and 0500 UTC
Raid bosses now spawn once per day each (was every three days), alternating between 1700, 2100 and 0100 UTC
Loot amounts have been reduced to partially compensate:
Castle loot reduced by a factor of 3
Raid boss loot reduced by a factor of 2
Relic chest loot reduced by a factor of 2
If you travel from Caerleon to any outlands portal while not being bound to a specific portal, you can return to Caerleon within 60s without binding yourself to the portal
Dismounting now applies a debuff that means for three seconds you cannot attack other players
Demon minibosses and bosses will no longer attempt to execute players
Power Geyser ability on Hammers and Energy Bolt ability on Arcane Staffs can no longer be used before unlocking them on the Destiny Board
Smokebomb ability on Hellion Hood no longer cancels auto attacks
Fixed the cooldown of the Sweeping Bolt ability on Heavy Crossbows to be 20s as intended
Fixed an issue where shielding abilities were generating more mob aggro than intended
Fixed missing resources in Inis Mon
Fixed an issue where the overseer in the Curious Excavation expedition was so mesmerized by the statue in front of him that he was quite unwilling to move away from it
Fixed an issue where studying items was filling crafting journals
Fixed some issues with crafting Royal armors (craft times to 10s, durabilities corrected, focus use removed)
Fixed a few issues with the Cripple ability on spears
Fixed an issue where mob chests were incorrectly dropping essences (hourly/daily/weekly chests are unaffected by this change)
Unified aggro and pursuit radii for Heretic Mortar and Ballista, to make it clearer why players knocked down by them aren't getting up quickly
Fixed an issue with crowd control resistance on Stoneskin potions, and improved their tooltips to be clearer
Fixed an issue where different Poison/Sticky potions could be stacked on the same target
Premium time remaining should now be displayed consistently everywhere
Guardians should now always spawn with full charges
Fixed Destiny Board Tracker on Android
Building nutrition percentages should now show the same value in the region map and in the building info panel
Fixed an issue where some furniture types that should be salvageable were not
Various fixes and improvements to Keeper Mushroom Thrower mob
Fixed an issue where the same character couldn't be kicked from a GvG match multiple times
Added some additional checks to game resolution limiter
Reduced volume of ambient sounds on player islands
Fixed an issue with the Take All button in the market not working under certain circumstances
Fixed an issue where Legendary Adventurer's armors were contributing to leather rather than plate progression (tier 3 only)
Fixed some issues with the Weapon of Choice mission when window animations are disabled
Legendary Adventurer's Cart now has identical carry load to Founder's Ox (added 2kg)
Fixed an issue with Destiny Board auto-tracking kicking in incorrectly after untracking a node with no progress
Fixed an issue with stack size display in market buy orders
Fixed a couple of cases where you could incorrectly mount up in a dungeon
Tightened up graphics on level 3 display of Destiny Board progress (removed spaces before and after slashes)
Fixed an issue where messages sometimes wouldn't send correctly after leaving a party
Removed unintended drops of certain baby animals; these will be reintroduced at a later date
Fixed an issue where the Rejuvenating Mushroom ability could heal more than five targets; this was among other things causing them to generate outsized load in crowded areas
Fixed an issue where the Root Prison ability was ignoring Invulnerability
Fixed an issue where dismounting from a cart could cause you to float
Fixed an issue with the visuals of the Heroic Strike ability
"So I've played the game the past 2 beta's from the starts and watched a lot of stuff change during these times. Some good, some bad. None that altered the game so much it felt different. You gave in to gathers bitching instead of listening to both sides of the coin... Gathers already have gathering gear that gives them a LOT of escape ability as is. Gathers should be held accountable and not be able to "mindlessly" gather, they should have to pay attention and look out. Gankers are being penalized because Gatherers are just straight lazy. The sad thing is Sandbox has listened to people bitch and the people who would give the current system a positive review don't speak up because they didn't feel the need to or know this was even a possible change.
Let me go ahead and state that I am a black zone gatherer, I have been ganked. This game is not meant for the casual crowd of crybabies. Full loot PvP isn't about being a baby or having your hand held (although you can make that happen if you want) it's about letting players do whatever they want as long as they aren't cheating. I've been ganked and lost several Stag's and several bags of gathering loot due to roaming gank parties in the black zone and THAT IS PART OF THE GAME. YOU ARE PLAYING SOMETHING HARDCORE. To many people were stuck on softcore diablo and never played Eve or UO or anything like this and are little babies....
Here are a few of my suggested changes.
1.) Make mounts way EASIER to dismount. Ganking a gather on anything but a T2 mule is just way to hard.
2.) Make an ability on some form of armor or weapon to dismount people, you don't have to make it guaranteed, it could be even like a 25% chance to dismount.
3.) Give instants access to spells after the 3 seconds
4.) Make it a 1.5 second delay before you can auto attack.
5.) Piss off more people and watch your game die that could have been amazing.
6.) Keep it the way it is in Red/Yellow Zones. Change it back to how it has always been in Black Zones."