Albion Online

Albion Online Dev Tracker




04 Jun

Post
Call to Arms Patch 5/6

Updated Login and Account Creation
  • Replaced the "Remember Password" option with automatic login, which skips the login process entirely and proceeds directly to character selection screen
  • Streamlined and updated in-game account creation
Improved and Expanded Tutorial
  • Streamlined and updated overall tutorial progression
  • Improved visuals and readability for all platforms
  • Added extra displays and tips for mobile users
  • Added new Dungeon, Expedition, and City Tour quests
  • Added additional NPCs ("Royal Explorers") to Starter Towns for optional tutorials after basic tutorial is finished
Mobile Changes
  • Google Play Store: The minimum Android...
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02 Jun

Post
    Korn on News - Thread - Direct
Hi all,

When it comes to large scale Outland gameplay, one of our core design goals is to encourage as much conflict as possible.

This is always a balancing act between making it easy to get to and find fights on the one hand, and making sure that a coalition of players does not become overly dominant on the other hand. Part of this is also to set up the game systems in such a way that conflict is always encouraged as much as possible, of course within the constraints that in an open world Sandbox MMORPG, players can freely choose on how to play and who to fight.

Over the past weeks, we have received a lot of feedback regarding the role of hideouts for power projection in the Outlands. Due to the flexible custom rights system, it’s currently possible for each hideout to in principle act as a respawn point for an entire coalition, no matter what their actual in-game alliance status is. In addition to that, freshly placed hideouts can fulfill that role ri... Read more

01 Jun

Post
Call to Arms Hotfix 6.1
  • Level 6 20v20 Crystal League tokens are tradable again as intended (known issue: the non-tradable icon still appears on the item; this will be fixed in an upcoming patch)
  • Fixed an issue where Avalon Portals were not displayed on the minimap
Note: the above issues are not yet fixed for iOS, but the current iOS version remains compatible and playable.

In addition, the following temporary server-side fix was deployed for iOS:
  • [iOS] Fixed an issue where no respawn options were available after dying - iOS players will now respawn automatically after 10 seconds

26 May

Post
Call to Arms Patch 4 (Balance Patch) - Version 18.040.1 - May 6, 2021

Hellgate Changes


Hellgate rewards have been greatly increased, and Infamy for Hellgates has been adjusted to scale more quickly, as well as to max out at 50%. Nearly all players will also see an even greater bonus. A very small number of the highest Infamy players may see their bonus percentages slightly decrease, but even in these cases, overall loot will go up significantly.
  • Significantly increased rewards across all non-lethal and lethal Hellgate modes
  • A chest will now always appear at the portal after any Hellgate is completed, either by killing the opposing team or collecting sufficient Infamy from killing mobs
    • These chests can be Common, Uncommon, Rare or Legendary
  • Increased the value of Uncommon, Rare, and Legendary chests i...
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18 May

Comment

Originally posted by Training-Proposal470

Hello, I would like to know if the first is a recurring purchase or not

Hey u/Training-Proposal470,

We will be working on bringing more vanity bundles and skins to you in the future. If you are asking whether purchasing the mount skin will result in automatically recurring payments, then this would not be the case.

- Mytherceria


12 May

Comment

Originally posted by Vaskov

Wasn't this game out ages ago via download from the website on Android? What's the difference between the APK and store version due out?

Hi u/Vaskov,

Some differences would include: convenience with installing and updating from the store, in-app purchase and subscriptions running from your Apple/Google account, etc.

- Mytherceria


10 May

Comment

Originally posted by garthsoul

it seems that dagger pair stacking is bugged with 3 stacks you do only as much damage as you have 1 stack with assassin spirit

Hey,

This is in our Patch 4 Known Issues list and we're aiming to fix it in the next patch.

- Mytherceria


07 May

Comment

Originally posted by AnonwhoisSad

any estimation on when this will be fixed. Can't even really play now

Hey u/AnonwhoisSad,

Likely to be the next patch.

- Mytherceria


06 May

Post
Faction Rank Changes
  • Removed Faction Standing Upkeep for Ranks 13-16
  • Reduced Faction Standing Upkeep for Ranks 17-21 from 10% to 5%
  • All characters received additional Faction Standing to reverse this week's Faction Standing Upkeep. You can read more about these changes here.

Note: We are aware that there are issues with for Android players with this hotfix. Our d... Read more

28 Apr

Post
Hey everyone,

In response to your feedback about the Faction Standing Upkeep, we’ve reviewed this mechanic and made some of the requested changes.

Firstly, it’s important to communicate what the intention behind this mechanic is: We want high prestige ranks to remain meaningful and prestigious for the long term. If there is no upkeep, eventually everyone will be maximum rank and it will no longer mean anything. It was aggressively tuned to protect the prestige of the higher ranks, as we’d prefer to relax the mechanic over time rather than make it stricter if we end up having too many people at the maximum rank.

However, we’ve reviewed your feedback as well as the data we’ve collected since the Call to Arms release, and have made the following adjustments:
  • This no longer affects ranks 13-16. All rewards have already been unlocked by rank 16, so once a reward is unlocked it remains unlocked unless a character changes Fa...
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24 Apr

Post
Call to Arms Patch 3 - Version 18.030.1 - April 19, 2021

Hellgate Changes


We've made various changes and improvements to Hellgates based on early data as well as community feedback. You can read about these changes more in depth here: https://forum.albiononline.com/index.php/Thread/147730
  • Further reduced selectivity of Hellgate matchmaking in 10v10 Hellgates to broaden the ra...
Read more

23 Apr

Post
Hello there,

I'm Shakul57, a new game designer, who recently joined SBI.

One issue you brought up from time to time is the state of our ability tooltips. So I’m happy to announce, we are finally in the process of overhauling them. For this we try to have a more consistent and clear style. During this process we will also fill in the information that might be missing from some tooltips.

We created a first draft of examples for these overhauled tooltips and are now looking for feedback if you think the new versions are an improvement in terms of readability compared to the old descriptions.

Raging Storm - Bow of Badon


Old:

Shoots a Lightning Arrow, which creates a stormcloud on impact with an enemy. The cloud lasts for Xs and constantly hits
enemies within its Xm radius with lightning. This lightning interrupts enemy casting, and deals X magical damage, every Xs.
After leaving the ... Read more

22 Apr

Post
Greetings everyone,

We’ve been reading through feedback about the new 10v10 Hellgates released in Call to Arms, as well as watching a lot of great videos players have shared on various social platforms.
We’re definitely happy with the response to the PvP content when it happens but would like to incorporate some of the feedback for improving the accessibility and matchmaking of the feature in Patch 3.
To start, we’ve reduced the Base IP Requirement 1100 to 1000, as well as changed the soft cap from 1300 to 1200 and a scaling factor change from 0.5 to 0.35.
This should significantly decrease the barrier of entry so more of you can experience the content without breaking your banks.
In addition to this, we’ve also reduced the selectivity of the matchmaking progress even further, so teams more readily match with each other. It’s our hope that these changes will increase the frequency of PvP in 10v10 Hellgates significantly. We’ve also made some changes to th... Read more

20 Apr


15 Apr

Post
Fixes
  • Fixed an issue where icons for the chests and avatar ring were invisible and not claimable in the Hunter Challenge popup screen.

14 Apr

Post
    Korn on News - Thread - Direct
Hey there,

in the past weeks, there has been a lot of discussion about the smart cluster queue feature introduced with Queen.

With this post, we'd like to give an overview of the situation and share with you the steps that we consider taking.


What is the goal of the cluster queue?

There are hard tech limits to how many players can fight in a single zone. These tech limits are not subject to hardware, meaning that no matter how many servers we use, they can't be exceeded without causing massive issues. We have been able to extend this limit substantially since the game's release, but that won't change the fact that such a limit will always exist.

Now, prior to the cluster queue, it was possible to block off a zone by placing a large number of players there and reaching the zone player cap. This stopped other players from entering entirely.

The goal of the cluster queue is to prevent zone c... Read more

13 Apr

Post
Hello everyone,

we will make some changes to the cluster queue, to prevent strategies that gave a big advantage by playing around the system. That strategy was based on zoning in via the queue and then immediately leaving the zone again, to get enemy players zoned out and then prevent them from re-queuing again by camping all entrances.


Changes:
  • Players who are removed from a zone via the cluster queue will receive a special Queue Removal Protection: As long as they stay close to the entrance and do not perform any actions, they will stay invisible and invulnerable, but they are also silenced and can’t attack other players for up to 150 seconds. This will allow them to stay in the queue to re-enter the zone for at least 1 queue cycle.
  • If a player moves away from the entrance, or after the 150 seconds ended, the Queue Removal Protection will be canceled, and the player will instead get a normal zone change bubbl...
Read more

09 Apr

Post
    Korn on News - Thread - Direct
Hi all,

here is a short explanation of how the manual cluster queue priority system works.

1. The cluster queue in general works on an alliance level.

2. Based on the players from the alliance who are in the queue or already in the zone, the system calculates how many total player slots that alliance will get in the zone in the upcoming queue cycle. The calculation is based on the average IP value of the players in the queue or zone. This calculation is not affected by any manual queue priority settings.

3. Once the system has calculated how many total slots an alliance will have in the zone, it checks if the current number of alliance members in the zone is higher or lower than that. If it is higher, some members will be kicked form the zone. If lower, some members can enter the zone.

4. The system then determines players to be added to or removed from the zone based on the following:

Entering (if the... Read more