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Albion Online News

The Keeper Challenge Returns!



Spring is back, and the Keepers of Albion are beginning to awaken... and for the entire month of March, you can take the Keeper Challenge to collect fantastic rewards! Earn points for open-world activities, unlock chests to get valuable loot, and claim your very own Grizzly Bear mount.

[h3]Timeless Treasures are Yours to Claim[/h3]
GRIZZLY BEAR: This month's Challenge brings back the popular Grizzly Bear, a huge, intimidating mount with an arsenal of powerful spells. In addition to its Intimidating Aura toggle spell, it also gains a temporary speed boost when attacked, giving its rider an edge when enemies are in pursuit.

AVATAR RING: Reach your goals to unlock the Keeper Challenge avatar ring, which gives your chosen avatar the stone-and-leather look of Albion's true guardians. This non-tradable item permanently unlocks this avatar border for one character, or can be traded for one Adventurer's Token at the Vanity Merchant. 

SEASONAL SPECIALS: All month, reach weekly goals to unlock Keeper Challenge chests. In addition to valuable rewards like Adventurer's Tomes, Silver bags, and rare resources, this month's chests contain various Keeper-themed furniture and capes.

As always, you can earn Challenge Points by gathering, fishing, farming, and killing monsters. Points count simultaneously toward a daily bonus, a weekly unlockable chest, and the monthly mount. So log in, head out into the open world, gather points, and claim your rewards!

Patch 5 is Alive!



As announced in a recent forum post, we are looking at ways to limit the influence of large alliances in Albion. With today's patch (the fifth weekly patch since the launch of the Queen update!), we have implemented the first part of this test: Siphoned Energy Drain.

[h3]Siphoned Energy Drain[/h3]
This debuff gives reduced Siphoned Energy gains to all alliances and unallied single guilds that have ten or more territories, with each additional territory beyond ten further decreasing energy earned by 5%. Along with adjustments to the Smart Cluster Queue and Zerg Debuff (see below), this change is intended to make larger alliances and guilds consider carefully whether holding higher quantities of territories is worthwhile.

The second part of this test, Fame and Silver Penalties for members of alliances and guilds with over 10 territories, will come with Queen Patch 6. This patch has an expected launch date of Wednesday, March 4.

You can read further details on the official patchnotes page.


[h3]Other Changes and Fixes[/h3]
Patch 5 brings additional changes intended to limit the influence of large armies, as well as fixes and polishing:
  • Minimum average IP for Smart Cluster Queue reduced from 800 to 700
  • Zerg Debuff ("Disarray") values increase more quickly for larger armies
  • Cooldown implemented on rejoining dropped guilds and alliances
  • Transmutation times significantly reduced
  • Ability to fast travel to "Home" locations
  • Ability to retrieve items from Hideouts that can no longer be accessed
  • Small Tier 7 and Tier 8 nodes now spawn fully charged
  • Removed unnecessary warnings when picking up farmed items

We'll be deploying additional patches in the coming weeks to bring even more improvements and fixes to the game. As always, we welcome your feedback on Discord or our forums!

Dev Spotlight: Moritz Bokelmann



Albion Online presents several unique challenges for User Interface Design. As a hardcore Sandbox MMO with numerous ingame systems, the UI design needs to stay out of the way during combat while providing sufficient info when needed. Albion Online's ambitious update cycle means new systems are introduced frequently while older systems are rehauled, both of which require additions and changes to UI.

At the heart of this design process is Moritz Bokelmann, who joined the Albion Online Dev Team as UI Designer and UI Team Leader in Fall 2018. We spoke to him about the unique UI challenges presented by Albion Online, as well as the further changes coming to the game with forthcoming updates.

Albion Online has a huge number of game systems that players need to access, but it's also a hardcore, action-heavy PvP game. How do you balance delivery of the necessary information with keeping the UI streamlined and unobtrusive?

Short answer: Keeping things as consistent and clean as possible.

Long answer: Honestly, that is probably my biggest challenge as a UI Designer. Fortunately I don't face this challenge alone. I have a great team of talented artists and programmers around me, whose ideas contribute greatly to the creation of UIs. 

Albion Online is a complex game with tons of systems designed for very different types of players, all of which call for different information. Specifically, the sandbox nature of the game requires a lot of balance in the way we present features to the player. On one hand, we want to give all of the necessary information, so players can make educated decisions. On the other hand, we want to avoid giving too much informational text as players then tend to just skip it altogether.



Figuring out which are the most relevant aspects of a specific feature is always the first part of creating a new UI. Under perfect circumstances I'm approached by one of our game designers when they have a rough idea of the new feature they're working on and get briefed on the concept. That way I can get some early insight into the way a feature is "supposed" to be played, but also get to share my thoughts and concerns about user interaction. Unfortunately we don't have that luxury in many cases, whether due to time limitations or simply too many features being in production at once, and we can't always discuss features in advance.

Once I have a general understanding of what we want to achieve with a feature and who it is targeting, I take a look at our existing UIs and try to decide on the type of interface from there. Generally, consistency is key when it comes to the creation of new UIs. A big part of keeping it streamlined and unobtrusive is simply not forcing the players to have to get used to a new form of interaction every time. That's why I generally try to stick as closely as possible to what players already know.

That being said, Albion has grown very dynamically over the course of its lifetime, and with it the way we approach UIs. Sometimes you simply can't stick to the current formula and have to come up with new solutions.

Last summer's Percival update introduced a huge new vanity and customization system to the game, which was further extended with Queen. What were some of the challenges you faced in updating this system, and what further vanity/customization changes are coming?

The vanity and customization system is actually a perfect example of a feature that is really hard to balance around our player base. With Percival we launched the option to customize your character and apply skins to your mounts. Overall, this was quite well received so we naturally wanted to further expand the system. With Queen, we extended the functionality by adding the option to change the visual appearance of your equipped gear. This came with a number of challenges.



First of all, because of Albion's "you are what you wear" nature, being able to determine what your opponent has equipped is vital to success in PvP situations. On the other hand, that same nature creates some very effective builds that are far from being aesthetically pleasing. One of my personal favorite builds in Albion is a Morning Star paired with Knight/Soldier Helmet, Knight Armor and Mage Sandals. This set of equipment plays well, but I just never liked how my character looked with the combination of the cloth boots and the heavy plate armor. To allow both aspects to work together we had to come up with ways that players can switch vanity off when going into battle, but switch it on when going about their daily business.

Additionally, we always liked the old vanity costumes that had been introduced by past Adventurer's Challenges, Referral Seasons, or events. Unfortunately you would never actually see anyone wearing them, because the spells and stats they gave just wouldn't let you compete with them equipped. Turning them into skins was the logical thing for us to do in that regard. While most of those older costumes could easily be transformed, some came with attached spells that we didn't want to lose. In order for that to work out, we had to come up with a way to switch to vanity spells while having constant access to your "real" spells.

Overall I would say the system is probably not perfect for everyone, but we have put lots of time and effort into creating a system that we feel is a good compromise between the needs of the hardcore and casual players. Overall, judging by the amount of players we see using the skins, we can tell that the desire for customization is there. There are still quite a lot of things that we want to do, and of course we will be adding more variety to the selection of skins over time.

What are your plans for the future of Albion's UI? What would you like to improve on?

There are probably thousands of things that the team and I want to do, ranging from small quality-of-life things to full on features/reworks. We are currently in the process of unifying all of the UIs into one visual style, a process we have dubbed the GUI Rework. We're getting pretty close to finishing that up, so I'm trying to focus on that as much as I can.

Otherwise, I would really love to improve on some of the older features of the game. One prime example is our world-, cluster-, and minimap. There is still so much more that we could (and probably should) display on our maps. A world map legend that allows me to filter objectives and activities would be a great first addition, for example. Another thing I really want to do as soon as possible is extend the functionality of the political map overlays to display prime times and territory season point value. And those are just a few of the ideas we have.



When it comes to quality-of-life requests, there are a few we hear all the time. On the PvP side, players have been asking for an extension of the selectable party roles for a while now. That's currently pretty high on my priority list. Also we are currently looking into making parts of the HUD movable, so players can customize it for themselves.

Overall, anything that gets enough traction within the community lands very high on my list. Sometimes it takes longer than we would want to get stuff done, but we will get to it eventually.

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

I play a wide variety of games. I like to try things out and keep it fresh so I typically don't stick to one genre for too long. However, there are a couple of games that I have sunk tons of hours into, most notably Dota 2 and XCOM 2. I am also a huge sucker for RPGs, especially if they have a good story and character development.

In many cases, whenever I get fed up with the games I'm currently playing, I check online to see which games have big modding communities. I LOVE modding games!

Modding is actually how I started my game development career, although you could hardly call it a career back then. One of the big things I learned from modding is that no matter how simple something appears, there is usually a bunch of complicated stuff happening under the surface. This often causes things to be way more complicated than you first imagined.

Anything else to add?

We as developers love working on Albion Online. Unfortunately, we don't have the time to play the game nearly as much as we would like to. That means your feedback is super important to the development process, so if you have ideas or wishes for the game, please feel free to reach out and share your thoughts with us. Let's make Albion Online better together!

Queen Patch 4 is Live

We've rolled out numerous patches since last month's Queen update - and this week is no exception! Today's patch brings a wide range of visual, audio, and environmental updates, covering everything from Avalonians and Elite Dungeons to various UI and quality-of-life improvements.


[h3]Caerleon Realmgate Statue Unveiled[/h3]
First and foremost, though, there's a new statue at the former site of the Caerleon Realmgate. It honors Avalonian Invasion season winners Error404, Black Order and RAQ, as well as all those who worked tirelessly to prevent the Avalonian takeover of the Royal Continent. Stop by and pay your respects!

You can read more about the history and lore of the Avalonians here.


[h3]Elite Dungeon Makeover + Other Fixes[/h3]
Apart from the new statue, this patch brings numerous improvements and fixes to a wide range of gameplay features. Foremost among these are improvements to Avalonian enemies, dungeons, and armor. Here's just a small selection of what's changed:
  • Appearance of Avalonian armor now changes based on tier
  • Overall polishing and improvement of Elite Dungeon environments
  • Clearer Avalonian enemy spell and spell area effects 
  • Improved audio for Avalonian enemies and Elite Dungeons
  • Improved minimaps for all major cities, including their banks, Marketplaces, and Conquerors' Halls
  • Extensive streamlining and improvement of loot, guild, combat area, and island move UIs

You can read the full list of changes on the official patchnotes page.

We'll be deploying additional patches in the coming weeks to bring even more improvements and fixes to the game. As always, we welcome your feedback on Discord or our forums!

Meet the Avalonians

The Outlands have been remade, torn apart and rebuilt piece by piece via an ancient and unspeakably powerful magic. Those behind this world-altering transformation are known only as the Avalonians. But as guilds spread out across the new continent, fighting one another over unclaimed lands, many wonder: who are the enigmatic beings who remade the Outlands, and why have they returned?

https://www.youtube.com/watch?v=S1K5asSxO9U
[h3]An Ancient Order Awakens[/h3]
The Avalonians were contemporaries of the ancient Keepers, but unlike that nature-worshipping people they were aggressive in their pursuit of magic and power. Not content with the blue crystal magic that infused the land, they instead sought out deep, rare veins of pure white crystal, which possessed almost unlimited energy.

Many died attempting to tame this powerful magic, torn apart by its sheer force or killed by enraged beasts or berserk machines. Those who survived, however, became something more than human: warriors, mages, and priests mightier than any Albion had ever known.

To read more about the history of the Avalonians and the Three Pillars of the Order, check out the new Avalonian Lore page.


[h3]Elite Dungeons: Albion's Highest-Level PvE[/h3]
During the Avalonian Invasion Standalone Season, new Avalonian enemies of various types began to appear in the Outlands, as reported by Rex the Red, Outlands adventurer. Read them here:

The end result was the destruction of the old Outlands, along with the Caerleon Realmgate, and the creation of a new continent shaped by the Avalonians. Throughout this new land are Elite Randomized Dungeons, where players can team up in groups of 10-20 to face off against the Avalonians in their ancient, temple-like halls.



Like the Solo and Group Randomized Dungeons introduced with the previous two updates, Elite Dungeons are entered via randomly-spawning portals in the open world (T6-8 Outlands zones). And like those dungeons they are randomized in layout, offering a different combination of corridors, highlights, and enemies every time.

As fighters, the Avalonians have not only honed their individual skills, but also their group tactics - meaning that while they can be tough on their own, in groups they can be devastating. The Spirit subfaction in particular focuses on AoE buffs and debuffs, empowering their allies and weakening attackers.

This video by Gugusteh offers a good look at some of the mechanics and enemies in play:

https://www.youtube.com/watch?v=VavyvrQkoNo
[h3]Avalonian Armors[/h3]
Within Elite Randomized Dungeons players can obtain rare, powerful Avalonian Shards, which may be dropped by enemies or looted in chests. These shards can be combined into Avalonian Artifacts, which in turn can be used to craft Avalonian Armors. These armors are among the most powerful in the game, and include new skills with a wide range of mobility, cleanse, and defensive options.

Like the artifact armors already in the game, they exist in plate, leather, and cloth options, which correspond to the three pillars of the Order of the Grail (Valor, Magic, Spirit). 


[h3]Looking to the Future[/h3]
Avalon, the ancient city from which the Avalonians draw their name, was the stuff of legend - at least until the fall of Arthur, when it returned back to the earth to remain hidden for a millennium. With the resurgence of this ancient faction, perhaps the world will see traces of Avalon returning to the world of Albion. Only time will tell...