Samstag, 28. Mai 2016
Albion Online Features Notes
albiononline, 05:21h
Armor Rework
While we were quite happy with the distinct combat roles heavy, medium and light armors offered, the differentiation of Cloth, Leather and Plate on top of it was making the system too convoluted and hard to read. That is why we simplified it with this update: now, all heavy armors are Plate, all medium armors are Leather, and all light armors are Cloth.
We're also introducing 24 new spells! Now each armor item has one unique spell only available on this specific item, which opens up lots of combinations for your very personal build. On top of this, the three different types of Leather Armor (formerly medium armor) now each have a distinct specialization within the Leather range, emphasized with different spells and stats. The same applies for cloth and plate.
Of course, you keep all your items and Destiny Board progress. All old armor pieces in the game will be replaced with their equivalent in the new system, and reforging existing items gives you access to the new spells.
The Destiny Board armor progression in the fighter line and crafter line were different under the old system - fighters progressed by weight, while crafters progressed by material. We found this confusing, and it also didn't work well with this armor rework, so with this update the fighter line and crafter line progress through the same armor items. In the fighter line: all the old "light" items will now be Cloth, all "medium" items will now be Leather, and all "heavy" items will be Plate, so if you were a tank before with the heavy line, you're still a tank with the new Plate line. For crafters, all the old Plate items will stay Plate, all Leather items will stay Leather and so on. This means if you were a Cloth crafter before, you can still craft all the Cloth armors (so your materials stay the same), but instead of being able to craft one DPS set, one tank set and one hybrid set, you'll be able to craft all the DPS armors instead, as they'll all be Cloth.
- All Heavy Armor items are now Plate!
- All Medium Armor items are now Leather!
- All Light Armor items are now Cloth!
- 24 New Spells!
- You'll need to reforge your old armors if you want to gain access to these, of course.
- Three unique variations of Cloth, Leather and Plate items per armor slot to specialize your unique build.
- Shoe spell choice is now an important part of your build! Shoes now offer very different spells, not just variations of sprint.
The Heretics finally get some love
- New dungeons!
- New mobs!
- New bosses!
- New lighting setups!
- New entrances and exits!
New death mechanics
- You will now always be knocked down at 0HP.
- Your health will regenerate over 180s; when you reach full health you will get back up again.
- If no players were involved in knocking you down, then your health regen rate increases by 10x once you are no longer on any mob's aggro list.
- You have some minor protections after you get up (primarily being ignored by mobs for 15s).
- Knocked down players in red and black zones can be executed by players. This takes a few seconds, and is interrupted by damage.
- Knocked down players can only be interacted with to execute or resurrect them, and will not take damage from AoEs etc.
- Mobs in red and black zones will begin executing knocked down players once there are no standing players left on their aggro list. This is also interrupted by damage.
Repair kits
- You can now build Repair Kits.
- They are built at Toolmakers, and cost 8 metal and 8 planks of the appropriate tier.
- These are pieces of furniture which can be placed in the world (including in dungeons, but excluding starter zones).
- They decay over time if left in place.
- They can be picked up again by their owner.
- They allow any player to repair their damaged equipment, as with a repair station.
- They cost twice as much silver to use as a normal repair station.
Mount farming improvements
- You can now buy baby horses and baby oxen for every tier between 3 and 8.
- Their costs, grow times and nutrition use per hour all scale with higher tiers.
- You now need an adult animal of the appropriate tier to craft a mount.
- Destriers are gone; you can now craft armored horses using a normal horse of the appropriate tier, starting at T5.
- Existing destriers/destrier babies will be converted automatically into T5 horses/horse babies. Note that this does not affect armored horses, only the farmed animals.
- The ability to raise higher-tier mounts is unlocked sequentially by tier in the Destiny Board.
Improved spell state visuals
- When "pushed" (by clicking, for example), spells darken in addition to scaling, and this effect now works more quickly.
- When hovered, spells now have a bright yellow glow around them.
- Channelled spells' icons stay in the "active" state while channelling.
- Disabled spells are now clearer, and can display both disabled and cooldown states simultaneously.
- Spell selected state is now clearer.
Spell bar
- There is now a permanent "spell bar" that shows all available spell slots, even when no spell is present in that slot.
Obscured Character Highlighting
- Characters and mobs that are behind terrain features or other large props will now be highlighted so they're substantially easier to see.
- This can be disabled in settings.
Group Loot
- Party leaders can switch between "party loot" and "free loot" (the default being the former) at any time.
- Free loot works the same as current looting rules.
- Party loot randomizes loot from party kills between nearby party members.
- You can see loot assigned to other players, but can only loot your own loot.
- This protection lasts until the general mob loot protection wears off (ie 120s).
- The way a mob is going to drop loot is determined when a group member first engages that mob (since its last reset).
- If your party leader switches to free loot halfway through a boss fight, the loot from that boss will still be distributed as per party loot rules.
While we were quite happy with the distinct combat roles heavy, medium and light armors offered, the differentiation of Cloth, Leather and Plate on top of it was making the system too convoluted and hard to read. That is why we simplified it with this update: now, all heavy armors are Plate, all medium armors are Leather, and all light armors are Cloth.
We're also introducing 24 new spells! Now each armor item has one unique spell only available on this specific item, which opens up lots of combinations for your very personal build. On top of this, the three different types of Leather Armor (formerly medium armor) now each have a distinct specialization within the Leather range, emphasized with different spells and stats. The same applies for cloth and plate.
Of course, you keep all your items and Destiny Board progress. All old armor pieces in the game will be replaced with their equivalent in the new system, and reforging existing items gives you access to the new spells.
The Destiny Board armor progression in the fighter line and crafter line were different under the old system - fighters progressed by weight, while crafters progressed by material. We found this confusing, and it also didn't work well with this armor rework, so with this update the fighter line and crafter line progress through the same armor items. In the fighter line: all the old "light" items will now be Cloth, all "medium" items will now be Leather, and all "heavy" items will be Plate, so if you were a tank before with the heavy line, you're still a tank with the new Plate line. For crafters, all the old Plate items will stay Plate, all Leather items will stay Leather and so on. This means if you were a Cloth crafter before, you can still craft all the Cloth armors (so your materials stay the same), but instead of being able to craft one DPS set, one tank set and one hybrid set, you'll be able to craft all the DPS armors instead, as they'll all be Cloth.
- All Heavy Armor items are now Plate!
- All Medium Armor items are now Leather!
- All Light Armor items are now Cloth!
- 24 New Spells!
- You'll need to reforge your old armors if you want to gain access to these, of course.
- Three unique variations of Cloth, Leather and Plate items per armor slot to specialize your unique build.
- Shoe spell choice is now an important part of your build! Shoes now offer very different spells, not just variations of sprint.
The Heretics finally get some love
- New dungeons!
- New mobs!
- New bosses!
- New lighting setups!
- New entrances and exits!
New death mechanics
- You will now always be knocked down at 0HP.
- Your health will regenerate over 180s; when you reach full health you will get back up again.
- If no players were involved in knocking you down, then your health regen rate increases by 10x once you are no longer on any mob's aggro list.
- You have some minor protections after you get up (primarily being ignored by mobs for 15s).
- Knocked down players in red and black zones can be executed by players. This takes a few seconds, and is interrupted by damage.
- Knocked down players can only be interacted with to execute or resurrect them, and will not take damage from AoEs etc.
- Mobs in red and black zones will begin executing knocked down players once there are no standing players left on their aggro list. This is also interrupted by damage.
Repair kits
- You can now build Repair Kits.
- They are built at Toolmakers, and cost 8 metal and 8 planks of the appropriate tier.
- These are pieces of furniture which can be placed in the world (including in dungeons, but excluding starter zones).
- They decay over time if left in place.
- They can be picked up again by their owner.
- They allow any player to repair their damaged equipment, as with a repair station.
- They cost twice as much silver to use as a normal repair station.
Mount farming improvements
- You can now buy baby horses and baby oxen for every tier between 3 and 8.
- Their costs, grow times and nutrition use per hour all scale with higher tiers.
- You now need an adult animal of the appropriate tier to craft a mount.
- Destriers are gone; you can now craft armored horses using a normal horse of the appropriate tier, starting at T5.
- Existing destriers/destrier babies will be converted automatically into T5 horses/horse babies. Note that this does not affect armored horses, only the farmed animals.
- The ability to raise higher-tier mounts is unlocked sequentially by tier in the Destiny Board.
Improved spell state visuals
- When "pushed" (by clicking, for example), spells darken in addition to scaling, and this effect now works more quickly.
- When hovered, spells now have a bright yellow glow around them.
- Channelled spells' icons stay in the "active" state while channelling.
- Disabled spells are now clearer, and can display both disabled and cooldown states simultaneously.
- Spell selected state is now clearer.
Spell bar
- There is now a permanent "spell bar" that shows all available spell slots, even when no spell is present in that slot.
Obscured Character Highlighting
- Characters and mobs that are behind terrain features or other large props will now be highlighted so they're substantially easier to see.
- This can be disabled in settings.
Group Loot
- Party leaders can switch between "party loot" and "free loot" (the default being the former) at any time.
- Free loot works the same as current looting rules.
- Party loot randomizes loot from party kills between nearby party members.
- You can see loot assigned to other players, but can only loot your own loot.
- This protection lasts until the general mob loot protection wears off (ie 120s).
- The way a mob is going to drop loot is determined when a group member first engages that mob (since its last reset).
- If your party leader switches to free loot halfway through a boss fight, the loot from that boss will still be distributed as per party loot rules.
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