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Changelog: Percival Patch 4

Percival Patch 4 - Ver. 1.15.384 / REV 149008 - 29 August 2019
Land Auction System Changes
  • Starting immediately, the full amount of the winning bid will be collected from the winner.
  • Bids by non-winning bidders will be returned in full.
  • Bids by current plot owners will continue to count double. For example, if the plot owner bids 10 million Silver and the next-highest bid is 16 million Silver, the plot owner wins the bid, since their bid counts as 20 million. The full 10 million will be collected.
  • Likewise, in an extremely lopsided situation where (for example) the current owner bids 100 million Silver (for an effective value of 200 million) and the next-highest bid is 16 million, the full 100 million Silver will be collected from the owner.
  • The Land Auction UI has been updated to reflect these changes, with prominent warnings that the full amount of the winning bid will be due.

For more on these changes, please see this forum post: https://forum.albiononline.com/index.php/Thread/117190-Land-Auction-System-Changes/

Other Changes
  • Adventurer's Challenge mounts can no longer be used in GvGs
Fixes
  • City Guard Towers have sobered up and will now correctly target players of enemy city factions
  • Fixed an issue where T6 mobs would sometimes appear in T3 Heretic Solo Dungeons
  • Pressing ESC now cancels target selection and active spell markers without opening Settings menu
  • Fixed a missing GvG connection between Elmcopse Farm Territory and Owlwood
  • Alliance tag is now removed from the access rights UI if alliance is disbanded
  • Additional graphical, UI, audio, animation, terrain, and localization fixes

Guild Spotlight: June



Guild name: June
Alliance: Daddy
Guild leaders: Goof
Date founded: June 1, 2019
Number of members: 290
Primary language: English


Tell us about your guild. What sort of activities do you focus on?

June is primarily a guild where you can find competitive PvP content, with a focus on GvGs and Crystal GvGs. We are aiming to be the best guild in the game on all fronts, not just GvGs. We are actively raiding mages, defending our territories and just recently have been conquering castles and attacking cities.

Where is your guild primarily located? What regions in Albion do you focus on?

We are primarily based out of Lymhurst. However... our 73 territories make it so we utilize guild islands on Thetford, Lymhurst, and Fort Sterling, so we are currently focused on all these areas.

Do you have any particular rivalries or ongoing quarrels with other guilds?

Given that we're one of the newer guilds in the game, we have made a name for ourselves with our ability to GvG and completely take over other guilds' territories. And as such, people have taken notice and attack us in search of a good fight. I'd say our biggest rival is Money Guild. They are probably the most well-rounded guild as they dominate every aspect of the game.



What were some of your most memorable battles/activities?

There have been many moments of valor for June, but one in particular stands out. As a new guild trying to make a name for ourselves, Money Guild saw us as easy prey. And during the off-season they decided to launch an attack to stop our world-conquering campaign. They got off a couple early wins and thought they'd got the better of us. But we didn't back down, and our core GvGers quickly adapted. They have since beaten the Money Guild A team 10 times in a row in their last 10 matches against them.

https://www.youtube.com/watch?v=OUaIzC8Kmzo
What does your guild do for fun?

The core idea behind June is that we have no mandatory content or CTAs. We try and find the fun in whatever we decide to do. We run daily mage raids, defend our own mages, run castle outposts and castles. We have tons of opportunities for players to Crystal GvG: we run an average of 15 Crystals every day, and have a live discord community. We also run many regular GvGs every day, and have plenty of opportunities to scrim in the guild.

What is your guild' approach to the game? Do you have any sort of overarching philosophy?

While June is aiming to be the best PvP guild in the game, it’s important to note that we prioritize having fun and messing around above all else. That’s why there is no mandatory CTA in our guild, the only thing we ask of our members is that they are active in-game and on our discord.



What are your goals for the future? What is your ultimate goal in the world of Albion?

The goal is to open up PvP content to those who want to compete in GvGs and Crystals. We want to dominate in city fights, and continue to establish the meta that other players follow.

Anything else to share about your guild?

We are an English-speaking guild, primarily US-based... but we are accepting international English-speaking players as well. We are recruiting active GvG/ZvZ players, and people who are interested in assisting the guild in our quest for #1.

Check out more videos of June in action:

June vs. Ironborn in Smoothfloor Well:

https://www.youtube.com/watch?v=BtIXJJTKUPI
June vs. Inmortal in Weeping Marsh:

https://www.youtube.com/watch?v=U830Kll_wSo
Guild Spotlights are a regular series showcasing the diverse activities of Albion's numerous guilds. If your guild has content to share (including interesting, high-quality videos), please contact PrintsKaspian via the forum.

Dev Spotlight: Dominik Müller



What was your background in games prior to working at SBI?

Like most devs, I spent a lot of my youth playing games, mainly anything with a ranking. My career in games didn’t start until I was accepted at the London College of Communication to study Game Design. I fell in love with the depth of design behind a good game and made it my profession. Since 2012 I have been developing smaller games, and in 2015 I worked on my first proper game, “Iron Fish” by BeefJack, where I was Level and Narrative Designer. The project was too ambitious for the small team, and the whole thing kind of sank, like, well, an iron fish. So I looked for the next opportunity and went back to Germany, my home country, to start working for SBI.

You've worked at Sandbox since 2016. How has your work on the game evolved over the years?

It has been almost three years now since I joined the team. I basically went from the guy who would move bushes and grass out of the way to the guy who would design why there is grass in the first place and how the grass should look and what type of grass it is.

I really enjoyed bringing small stories into the world. All over Albion you can find these small elements, such as a working sundial in an Essence template and a pumpkin scarecrow chained to a bed in the asylum in Camlann. At the same time, I played a ton of Albion, mainly doing Hellgates and Fame farms, learning to see the game from a player perspective.



As my understanding of Albion grew, so did my ambition, and with a small team of devs I worked on the first event, The Headless Descent. Given my love for quests I also took over the world quest line for the subsequent winter event, and eventually the major overhaul of the tutorial, culminating in my latest and biggest contribution: the complete rework of the starter experience.

Can you give an overview of the Level Design process?

We work very closely with all other departments. An idea comes to us from Game Design, which is then given an initial structure by Level Design with all the assets that we have, then polished by Art with new assets. I really feel that for such a small team we have an amazingly detailed and vast world. Due to our small size we are greatly limited in what we can do, and have to keep efficiency in mind at all times. But as I like to say, creativity grows with constraints.

And in my humble opinion, Albion is in all facets a great example of that. Many things we do in Level Design are limited by size, as we are using a so-called template system, meaning we are creating a lot of different puzzle pieces that have to fit together. Which makes it vastly complex to create small areas that look unique enough yet also normal enough to make up a “good”-looking landscape.



We're aware that many parts of the world still seem “copy-pasted” as many of the puzzle pieces are used multiple times, due to the creation of an enormous world in a limited amount of time. We're not too happy with that, but we are dealing with this issue and are improving the world design with every iteration, focusing more and more on the needs of the playerbase and their feedback.

Examples of updated level design can be seen all over the world, most noticeably in the T3 starting clusters which have served as a test run for further changes.

In addition to Level Design, you've also worked in Game Design, and have recently begun working on strengthening Albion's lore. How do these different game development processes relate and connect to each other?

They are so very similar and yet so very different, which is why I always like to use this simple metaphor: Level Design is the creation of the chess board while Game Design is the creation of the rules. Lore, well, lore ties everything together and gives meaning to the numbers and rules of the game. Without narrative elements one would not threaten to destroy a tower, kill a bishop, or overthrow a king, but merely be playing with wooden pieces.

Due to Albion's sandbox nature, only a bit of lore was needed to keep everything together, but I do believe that with more of a background story all design processes can be enhanced – again using the idea that limitations require innovation. The more lore in the game, the more limited our ideas will be, but they will also have more direction and weight. And thus I became more involved with the lore of Albion, going through very old documentations, our amazing paperback book and other sources to update the story and collect everything we know of our own world. We also added a lot of voice lines to mobs and NPCs such as:
  • The Cook: "There is no 'peas' in Albion, only beans."
  • The Alchemist: "Death in a bottle, life in a bottle... uhh, I should really label them."
  • The Torturer Boss: "The pain... what pleasure."

These voice lines add a few more specks of color to Albion's palette, and I can’t wait for players to find more and more lore hidden throughout the world.



What are the biggest challenges when working on a game like Albion Online?

To make everyone happy. It is a tough task to choose and pick in what direction to go, knowing exactly how certain players will react to it, knowing that it might still be the best choice. In the end we are creating this world for the players, and it is very hard to do something that might upset a certain player group. In the end it is not possible to create a world everybody always likes, but we will always give our best to make certain to deliver what we can. And yes, sometimes there are bugs and also misjudgements, but they have been done with the purest intentions. And the great thing about an ongoing development process is that it is never over, and things that might have been once broken can return to glory (see hellgates :D, which might be slightly broken again, but well). It is the circle of games, I guess.

For the Oberon update last spring, you redesigned the game's tutorial from the ground up. Can you give some insights into that process?

This was the fourth time I worked on the tutorial. The first iteration was a streamlining of the starter island to create a natural flow of movement for the player, basically moving rocks and roads.

The second iteration brought a quest line, intended to help the player craft their first set of gear and gather resources.

The third iteration introduced the newly designed starter areas into the game and the first narrative-driven quest line started, which brought my personal favorite reward of the game: the Royal Steed, which is basically a back-alley mule with a royal sigil stitched on the side. This tutorial was far more complex than the previous ones, empowering the player to actually go out into the open world to gather and craft and switch clusters. It was a very inspiring design process going through all the biomes, thinking about how to introduce different resources and tiers to the player while they make their way outward from the starter town.



Then the internal announcement of free-to-play arrived, and we knew that a new and improved starter experience was needed. I was given a few months to work on the complete rehaul of the tutorial, with an updated goal: I needed to create instanced content to have enough resources and space for the rush of new players that would be joining the game.

But this also allowed me to bring a deeper narrative layer to the whole thing. Yes, the story of the hero stranded on a beach is not a new invention, but it lent itself sooo very well to Albion. It's the same premise used in our book, and for those hardcore fans out there, many of the characters one meets in the tutorial are out of the book, like Tia, our fearless captain.

So the new tutorial took shape, created out of elements such as lore, gameplay, and introductions to complex mechanics. Finally we explained the Destiny Board and the Marketplace in the tutorial which made the whole thing a bit less flowy, but as we've seen in our stats, a lot more players understand how the game works and stick with it longer.

Briefly, the new tutorial should show you what the game is all about without being too scary. It should display the love of detail, the combat and crafting system, the depth of progression, and how beautiful the world of Albion can be.

And I am deeply sorry that there is no full loot PvP in the tutorial, but come on, let people breathe before you take their T2 gear.



What are some of your all-time favorite games? Which games have you learned the most from?

I am a very competitive player and did quite well in shooters such as Unreal Tournament, Counter-Strike, and MMOs like Guild Wars and WoW. These games taught me how much of a difference a well-placed column or box can make, and how important it is to give players the opportunity to use their knowledge of the environment to gain an advantage.

But my favorite games are the so-called Souls games. I love the brutal skill check and PvP these games have, but what I love most is the level design and lore. Everything in these games is there for a reason, nothing is there just because someone felt like it. If you dive deep enough into discussions with super enthusiasts, you can find a reason behind every stone and every metal type of every armor.

And this is what I eventually would love to achieve for Albion, to create a world where players feel that everything has a reason, and where skill matters most.

Anything else to add?

Our work might not always be perfect, but Albion is our passion, and as I said above, we are doing this for the players. Sometimes we piss them off, sometimes we please them. But in the end, all we want to do is give you a place to have fun and kill some guys and maybe make you chuckle over the silliness of a T2 mule as a quest reward.

Stay tuned for more Dev Spotlights in the coming weeks.

Guild Spotlight: Le Culte



Guild name: Le Culte
Alliance: none
Guild leader: Elror
Date founded: June 1, 2018
Number of members: 40
Primary language: French


Tell us about your guild. What sort of activities do you focus on? What sort of members are you looking for?

Well, we are a small French guild focused mainly on the PvP aspect of the game, especially all things gank-based. Our content is broad: 2v2 / 5v5 Hellgates, dungeon diving, wolf gank squads, open-world PvP, mage raids, etc. We recently began adding GvG and castle / castle outposts to our list of content. Although we do love PvP, sometimes you can find us fame farming for progression.

We’re looking for people with no fear who are willing to take unfavorable fights and travel with valuable gear, with a passion for battle.

Where is your guild primarily located? What regions in Albion do you focus on?

Our guild works mostly in the Royal Continent red zones. This is where we are the least chased by zergs when we want to operate efficiently.

Otherwise people can find us sometimes in the green-portal black zones, hunting people that cross our path or seeking out zergs.



Do you have any particular rivalries or ongoing quarrels with other guilds?

We go through a lot of quarrels with guilds daily and we love that. We have kind of a bad reputation because of that and we work hard to maintain it. The price of people talking about and reacting to us is what gives us pride, especially when we think about the size of the guild.

We have a discord channel dedicated to screens of people talking about us in every way as a trophy.

What were some of your most memorable battles/activities?

Every battle when outnumbered is memorable, but there is one fight in particular that surpasses everything. One evening while we were 7 members diving in a random dungeon, we got caught between two zergs.

Without any choice other than fight a very unfavorable fight, we took the decision to take the challenge. While they engaged our tank we took this opportunity to counterengage, making a huge hole in their troops. That surprised the enemy zerg and made the survivors run away.

https://www.youtube.com/watch?v=YUXFq8sGWMo
What does your guild do for fun?

In addition to PvP content, we also roleplay as the followers of Morgana which can reflect in our guild name and the way we play and approach the game. People can even find lore in the forum about our guild and the connections with Morgana (unfortunately only in French).

Otherwise our activities have us kill as many people as possible, without getting worked up, and without competition against people or rival guilds. Depending on the guild members' moods, we do ambushes, wolf patrols, or just getting into some scraps with people. The most important thing is that everyone has fun together.



What is your guild's approach to the game? Do you have any sort of overarching philosophy?

In comparison to some big guilds and alliances where members get taxed and have binding rules and mandatory calls, our members are independent people that can progress in the game alone without a problem, while still grouping together to do our main content, all without rules or taxes.

We stake everything in a family type of philosophy, where every member knows each other and progresses together, with friendly banter and funny stuff in comms to keep a good atmosphere. This is our philosophy for a very sustainable and healthy guild since the beginning and it works very well for us.

What are your goals for the future? What is your ultimate goal in the world of Albion?

We always seek to improve our craft, in every aspect and as the ultimate goal to be the most feared and dreaded bandits in the unsafe roads of Albion.

Anything else to share about your guild?

As said before we have our lore in the Albion forums and I will slip this inside joke in the Guild spotlight: “Le Culte recrute!”

Check out Le Culte in action:

A showcase of our Guild, our content, and our private jokes:

https://www.youtube.com/watch?v=2BA226JXYeM
Our first PvP montage:

https://www.youtube.com/watch?v=YcUcbgPGaCo
Guild Spotlights are a regular series showcasing the diverse activities of Albion's numerous guilds. If your guild has content to share (including interesting, high-quality videos), please contact PrintsKaspian via the forum.

Changelog: Percival Patch 3



Percival Patch 3 - Ver. 1.15.383 / REV 148174 - 15 August 2019
Sales of Vanity Items Discontinued

In anticipation of the expanded Wardrobe feature coming with the next content update, sale orders of following items have been canceled, and while they can still be traded directly between players they cannot be crafted, bought or sold on the Marketplace:
  • Red Tulip Hat
  • Red Tulip Dress
  • Red Tulip Shoes
  • Rich Noble's Hat
  • Rich Noble's Doublet
  • Rich Noble's Footwear
  • Bridal Veil
  • Bridal Dress
  • Bridal Shoes
  • Bridal Bouquet
  • Groom Hat
  • Groom Suit
  • Groom Shoes
  • Groom Cape
  • Wedding Ring
  • Jester Mask
  • Jester Costume
  • Jester Shoes
  • Uncle Frost's Hat
  • Yule Hat
  • Yule Coat
  • Yule Shoes
  • Yule Backpack
  • Snow Bunny Stalker Hat
  • Bunny Stalker Hat
  • Bunny Stalker Overalls
  • Bunny Stalker Shoes
  • Bunny Stalker Basket
  • Hygienic Mask
  • Hygienic Coat
  • Hygienic Boots
  • Grinning Pumpkin Head
  • Sad Pumpkin Head
  • Angry Pumpkin Head
  • Laughing Skull
  • Ribcage
  • Legbones
  • Ragged Cape
  • Undead Skull
  • Undead Ribcage
  • Undead Legs
  • Ragged Undead Cape
  • Master of Bats Helmet
  • Master of Bats Cape
  • Recruiter's Cape
  • Riuros Cape
  • Recruiter's Banner
  • Ogronios Banner
  • Recruiter's Cape - Toad
  • Recruiter's Cape - Rottweiler
  • Recruiter's Tiger Cape
  • Recruiter's Fur Cape
  • Recruiter's Grey Wolf Cape
  • Recruiter's Portal Cannon
  • Recruiter's Fox Crop
  • Recruiter's Beer Mug
  • Recruiter's Ale Mug
  • Recruiter's Hunter Horn
  • Recruiter's Trumpet
  • Legendary Explorer's Cloak
  • Legendary Explorer's Hat
  • Legendary Explorer's Armor
  • Legendary Explorer's Boots
  • Legendary Adventurer's Cloak
  • Legendary Adventurer's Hat
  • Legendary Adventurer's Armor
  • Legendary Adventurer's Boots
  • Explorer's Hat
  • Explorer's Armor
  • Explorer's Boots
  • Adventurer's Helmet
  • Adventurer's Jacket
  • Adventurer's Shoes
  • Arena Veteran's Circlet
  • Arena Veteran's Cloak
  • Arena Veteran's Boots
  • Arena Veteran's Cape
  • Arena Veteran's Eyepatch
  • Arena Veteran's Small Banner
  • Arena Veteran's Medium Banner
  • Arena Veteran's Large Banner
  • Decorative Undead Platemail Cape
  • Decorative Undead Leather Cape
  • Decorative Undead Cloth Cape
  • Decorative Keeper Platemail Cape
  • Decorative Keeper Leather Cape
  • Decorative Keeper Cloth Cape
  • Decorative Morgana Platemail Cape
  • Decorative Morgana Leather Cape
  • Decorative Morgana Cloth Cape

For a more detailed explanation of these changes and the reasoning behind the cancellation of these orders, please see this forum post: https://forum.albiononline.com/index.php/Thread/117501
Changes and Improvements
  • Based on community feedback, the castle scoring time slot at 19 UTC has been moved to 20 UTC
  • The Heretic Chief Blaster has been practicing and is now able to throw his mines and bombs through obstacles
  • Poison zones in Undead Randomized Dungeons now tick every 3 seconds (was every second)
  • Due to noise complaints, Silver Bag opening sounds are now shorter, quieter, and only play twice, even when many bags are opened in succession
  • Improved spell indications for Keeper Giant and Rock Elemental
  • All passive spell sounds have been reviewed, fixed as needed, and generally "tuned up"
Combat Balance Changes
​One-Handed Cursed Staff
  • ​Death Curse
    • Damage from Death Curse can no longer be reflected
Fixes
  • Adventurer's Challenge mounts have been assigned a value, meaning repairing them now costs Silver as intended
  • Fixed issue where 'Cluster is full' message would pop up even when cluster change was successful
  • Guard Towers will now only target hostile players with an active Outlaw debuff
  • "Floating" lanterns in numerous dungeon templates have been reattached to solid objects
  • Fixed the "skating mobs" issue that allowed Earthchild and Cursed Deathmaster to slide around between attack animations
  • Alliance tag now disappears from access rights if alliance is disbanded
  • Fixed an issue where using a ranged weapon or targeted spell would not put you in combat state until the projectile hit
  • Access rights logs are now no longer lost when upgrading/downgrading a building
  • Fixed an issue where single characters were not imported correctly when copy/pasting chest access rights
  • Royal Cities have regained their pride and will display their banners on the World Map once again
  • Spell fixes:
    • Fixed an issue where Battle Frenzy would also make user immune to knockback effects
    • Fixed an issue where Cleanse was not triggering Adrenaline Driven Charity passive as intended
    • Parry Strike no longer counters non-CC and Damage-related effects of a spell (such as Death Curse and other debuffs)
  • Additional graphical, UI, audio, animation, terrain, and localization fixes