Lancelot Update

Features

Fishing

Rewards vary by biome, freshwater vs. saltwater, and zone



New fishing armors and Destiny Board path, with a complete progress system



New fish meals and fish bait recipes - fish can also be bought and sold like other materials or used raw as a consumable



Experienced anglers can catch a boss fish and construct a trophy



Guild Rights Management System

Creating roles and assigning rights to them



Assigning these roles (and therefore rights) to guild members



Guild Quality-of-Life Improvements

New "chest log" system allows guild leaders (and others with access rights) to track resources deposited and removed



New Guild Vaults allow guilds to deposit and withdraw items in territories and on guild islands



Guild Vaults can be upgraded to have more tabs, and guilds can set up access rights for each tab individually



Invite to Party/Whisper can now be done via Guild UI



Server Performance Improvements

Numerous improvements over the past months will go live with Lancelot, which should lead to better performance, particularly during large-scale battles



GvG Season Changes

Rogue Mages can now be placed in enemy territories to steal siphoned energy



Siphoning Mages now spawn dynamically:

first Mage: 1.5 hours

second Mage: 2 hours after the first Mage spawns

third Mage: 3 hours after the second Mage spawns

fourth Mage: 6 hours after the third Mage spawns

With this change the value of each Mage is more comparable over time in regards to the points and tokens they provide. This will also make the income during ‘ramp’ up comparable to the income with all Mages up.



Dropped energy can now be claimed entirely by the player who kills the mage, without any going directly to the guild



Castles now provide energy at the beginning of prime time



Owning Siphoning OR Rogue Mages in a territory prior to a battle gives a combat buff during GvG fights, giving more guild members the potential to have an impact on the outcome of a GvG



Capturing an orb immediately deducts a point from the enemy team, making flawless victories much more difficult to achieve



All guards in a territory now reward fame when killed, including Siphoning Mages



New Artifact Armors

Roaming Mobs

Roaming Mobs will vary in difficulty and rarity, and are designed to be taken down by solo players and small groups



They will give overall higher rewards than those found in Expeditions



Aggro ranges are balanced to allow gatherers to avoid these mobs



Biome-specific hidden treasures will spawn around roaming mobs



Luxury Goods

As all categories can be found in all areas, getting their full value will often require transporting them across large distances



Players can transport items themselves, or buy them cheaply in a faraway city and transport them for a large profit



New Hellgates

2v2 Hellgates now appear in red and black zones with full-loot PvP and no gear level cap



Lesser Hellgates (formerly Ashen Hellgates), which offer the smaller 2v2 map



Greater Hellgates (formerly Ignited and Infernal Hellgates), which offer the larger 5v5 map



If another Hellgate of the same type is open, the connection rate will be 100%



Greater Hellgates will remain in yellow, red and black zones



Lesser and Greater Hellgates will have different icons on the minimap



Spawn time for all Hellgate Portal Guardian mobs in red/black zones increased



New Expedition

Siege Ballistas: These rideable machines operate as support units, inflicting and maintaining bleed effects on a large groups. They are more affordable than other battle mounts, leveling the field for individuals and smaller guilds.



Tomes of Insight: These books are dropped by open-world mobs and give an immediate boost to combat fame. As they have a rare drop chance and are not obtainable from Expedition mobs, they will provide a fame boost to those who partake in open-world combat.



Improvements

Remixed and remastered all audio tracks for combat, foley, music, and UI - all tracks are now 12 db louder overall, with improved playback and blending



Reworked all timings for impact sounds during combat



Added/Fixed sounds for all mobs that were missing audio feedback (e.g. Guardians)



Decreased the music trigger range for bosses



Fixed audio conversion settings that previously led to distortion of various sounds



UI can now be placed anywhere



Sorting of party members can be changed via drag-and-drop



Raid UI reworked with improved visuals



Changes

Balance Changes

Mobs now give a small amount of energy on death (this is also shared in groups, similiar to fame)



Flattened the CC Duration & CC Reistance curve. This should not affect when fought on equal gear, but normalize cc duration in gear difference. i.e. a T8 weapon stun doesn't last forever on a T2 armor target)

Halfed CC Resistance increase per IP

Halfed CC Duration increase per IP





Energy Bolt

Min Damage: 86.58 -> 97.40



Arcane Protection:

Standtime: 0.2s -> 0s





Rending Strike:

Bleed Duration: 4s -> 5s



Rending Swing:

Bleed Duration: 4s -> 5s

Radius: 5m -> 6m





Removed the Passive Aggressive Rush



Added a New Passive: Piercing Arrows - Each normal attack increases the target's damage received by 1% for 3s (stacks up to 5 times)



Explosive Arrows:

Gets now activated everytime an arrow hits an enemy (can now also be activated by your abilities, i.e. while active each hit of a Multishot triggers an explosion)

Number of Shots: 5 -> 8

Damage: 26.30 -> 21.45

Buff Duration: 10s -> 15s

Cooldown: 15s -> 20s

Energycost: 11 -> 12



Speed Shot:

The buff now also increases attack speed

Movespeed increase: 33% -> 20%



Ray of Light

It can now hit multiple enemies

Radius: 2m -> 3m





Deathward Climax

Channel Duration: 5s -> 3.6s

Damage Interval: 0.25s -> 0.3s

Total Channel Damage: 643.50 -> 720.72





Devastating Strike:

The Channel is now uninterruptible





Fire Bolt:

Burn Tick: 5 -> 4

First Burn tick after: 0s -> 1s



Fire Wall

Duration: 6s -> 5s



Flame Tornado:

Damage per Tick: 71.41 -> 51.00

Has now seperate damage values vs mobs





Frost Bolt:

Doesn't trigger Diminishing Returns anymore.





Desperate Prayer:

Max Heal Condition: 40% Health or lower -> 30% Health or lower





Snare Charge:

Jump Time: 0.73s -> 0.55s

Standtime: 0s -> 0.5s

Radius: 4m -> 6m

Impact radius now also interrupts enemy spell casts





Rejuvenation:

Cooldown: 1.5s -> 1.3s

Energycost: 4.5 -> 3.9

Number of Ticks: 8 -> 9 (first tick happens at 0s, so the HoT duration is 8s)

Standtime: 0.2s -> 0s





Lunging Strike

Cooldown: 4s -> 3s

Hit Delay: 0.2s -> 0.1s

Standtime: 0.4s -> 0.2s



Cripple

Hit Delay: 0.2s -> 0.1s

Standtime: 0.4s -> 0.2s



Deflecting Spin

The caster can now move during the channel



Reckless Charge

The spell has been reworked to a forward leap, which knocks enemeis instantly up. (The caster dashs forward, similiar to the Bloodletter E)





Charge (the spell is reworked)

Cast Time: 0s -> 0.5s (uniterruptible)

Range: 9m -> 12m

After the cast the player is completely invincible to damage and cc for 1s (The Charge dashs through Fire Wall or Wind Wall for instance)

Removed the root, instead it consumes Heroic Charges for more damage

Max Damage: 170.27 -> 292.41

Standtime: 0s -> 0.8s

Now always stuns enemies for 0.8s, igrnoring crowd control resistance. (this doesn't apply to mounted players)





Levitate:

Cooldown: 30s -> 45s



Force Shield

Max affected targets: 5 -> 10



Scholar Robe*

Health Regeneration Bonus: 0% -> 80%



Cleric Robe*

Health Regeneration Bonus: 0% -> 70%



Mage Robe*

Health Regeneration Bonus: 0% -> 60%



Mercenary Jacket*

Health Regeneration Bonus: 0% -> 150%



Hunter Jacket*

Health Regeneration Bonus: 0% -> 140%



Assassin Jacket*

Health Regeneration Bonus: 0% -> 130%



Soldier Armor*

Health Regeneration Bonus: 200% -> 200%



Knight Armor*

Health Regeneration Bonus: 200% -> 210%



Guardian Armor*

Health Regeneration Bonus: 200% -> 220%



Gatherer Gear

Health Regeneration Bonus: 15% -> 215%



*also applies to arifact armors with the same stats



T8 Normal Fish Buff:

Increased Crowd Control Duration: 15% -> 10%





Stats:

Movespeed: 120%

Resistance Factor: 0.8

CCR Factor: 1.4



Spells:

Q - A 10m radius ground attack, which increases damage taken by 15% for 10s. And deals no damage (can't be stacked)

E - A cone attack which instantly deals medium one time damage and reduces healing received by 70% for 7s





Stats:

Movespeed: 120%

Resistance Factor: 0.8

CCR Factor: 1.4



Spells:

Q - A 10m radius ground attack, which reduces Damage by 25% for 10s. And deals no damage (can't be stacked)

E - A cone attack which instantly deals medium one time damage and halves Crowd Control Resistance for 7s





Removed the CC Resistance debuff from the Multishot



Mobs now give a small amount of energy on death (this is also shared in groups, similiar to fame)



Flattened the CC Duration & CC Reistance curve. This should not affect when fought on equal gear, but normalize cc duration in gear difference. i.e. a T8 weapon stun doesn't last forever on a T2 armor target)

Halfed CC Resistance increase per IP

Halfed CC Duration increase per IP





Energy Bolt

Min Damage: 86.58 -> 97.40



Arcane Protection:

Standtime: 0.2s -> 0s





Rending Strike:

Bleed Duration: 4s -> 5s



Rending Swing:

Bleed Duration: 4s -> 5s

Radius: 5m -> 6m





Removed the Passive Aggressive Rush



Added a New Passive: Piercing Arrows - Each normal attack increases the target's damage received by 1% for 3s (stacks up to 5 times)



Explosive Arrows:

Gets now activated everytime an arrow hits an enemy (can now also be activated by your abilities, i.e. while active each hit of a Multishot triggers an explosion)

Number of Shots: 5 -> 8

Damage: 26.30 -> 21.45

Buff Duration: 10s -> 15s

Cooldown: 15s -> 20s

Energycost: 11 -> 12



Speed Shot:

The buff now also increases attack speed

Movespeed increase: 33% -> 20%



Ray of Light

It can now hit multiple enemies

Radius: 2m -> 3m





Deathward Climax

Channel Duration: 5s -> 3.6s

Damage Interval: 0.25s -> 0.3s

Total Channel Damage: 643.50 -> 720.72





Devastating Strike:

The Channel is now uninterruptible





Fire Bolt:

Burn Tick: 5 -> 4

First Burn tick after: 0s -> 1s



Fire Wall

Duration: 6s -> 5s



Flame Tornado:

Damage per Tick: 71.41 -> 51.00

Has now seperate damage values vs mobs





Frost Bolt:

Doesn't trigger Diminishing Returns anymore.





Desperate Prayer:

Max Heal Condition: 40% Health or lower -> 30% Health or lower





Snare Charge:

Jump Time: 0.73s -> 0.55s

Standtime: 0s -> 0.5s

Radius: 4m -> 6m

Impact radius now also interrupts enemy spell casts





Rejuvenation:

Cooldown: 1.5s -> 1.3s

Energycost: 4.5 -> 3.9

Number of Ticks: 8 -> 9 (first tick happens at 0s, so the HoT duration is 8s)

Standtime: 0.2s -> 0s





Lunging Strike

Cooldown: 4s -> 3s

Hit Delay: 0.2s -> 0.1s

Standtime: 0.4s -> 0.2s



Cripple

Hit Delay: 0.2s -> 0.1s

Standtime: 0.4s -> 0.2s



Deflecting Spin

The caster can now move during the channel



Reckless Charge

The spell has been reworked to a forward leap, which knocks enemeis instantly up. (The caster dashs forward, similiar to the Bloodletter E)





Charge (the spell is reworked)

Cast Time: 0s -> 0.5s (uniterruptible)

Range: 9m -> 12m

After the cast the player is completely invincible to damage and cc for 1s (The Charge dashs through Fire Wall or Wind Wall for instance)

Removed the root, instead it consumes Heroic Charges for more damage

Max Damage: 170.27 -> 292.41

Standtime: 0s -> 0.8s

Now always stuns enemies for 0.8s, igrnoring crowd control resistance. (this doesn't apply to mounted players)





Levitate:

Cooldown: 30s -> 45s



Force Shield

Max affected targets: 5 -> 10



Scholar Robe*

Health Regeneration Bonus: 0% -> 80%



Cleric Robe*

Health Regeneration Bonus: 0% -> 70%



Mage Robe*

Health Regeneration Bonus: 0% -> 60%



Mercenary Jacket*

Health Regeneration Bonus: 0% -> 150%



Hunter Jacket*

Health Regeneration Bonus: 0% -> 140%



Assassin Jacket*

Health Regeneration Bonus: 0% -> 130%



Soldier Armor*

Health Regeneration Bonus: 200% -> 200%



Knight Armor*

Health Regeneration Bonus: 200% -> 210%



Guardian Armor*

Health Regeneration Bonus: 200% -> 220%



Gatherer Gear

Health Regeneration Bonus: 15% -> 215%



*also applies to arifact armors with the same stats



T8 Normal Fish Buff:

Increased Crowd Control Duration: 15% -> 10%





Stats:

Movespeed: 120%

Resistance Factor: 0.8

CCR Factor: 1.4



Spells:

Q - A 10m radius ground attack, which increases damage taken by 15% for 10s. And deals no damage (can't be stacked)

E - A cone attack which instantly deals medium one time damage and reduces healing received by 70% for 7s





Stats:

Movespeed: 120%

Resistance Factor: 0.8

CCR Factor: 1.4



Spells:

Q - A 10m radius ground attack, which reduces Damage by 25% for 10s. And deals no damage (can't be stacked)

E - A cone attack which instantly deals medium one time damage and halves Crowd Control Resistance for 7s





Fixes

Fixed numerous instances where resources were not harvestable



Fixed an issue where the keyboard became unresponsive if the Marketplace search box was active and the player moved away from the building



Fixed sorting order of Match Stats UI



Fixed an issue with the broken GvG scrollbar and added shift-click functionality



Item count is now displayed in reward popups



Numerous graphical fixes, including clippings, broken meshes and floating objects



Morgana Crossbowman should now always fire Suppression Fire in the targeted direction



Fixed an issue where screen resolution was not updating when switching from window to fullscreen view



Linux: fixed an issue that prevented using ctrl commands in the chatbox or login field



iOS: Kill/Death Details UI now displays data



Fixed an issue that prevented getting fame for killing Condemned Necromancer if the killing blow was dealt by its minion



Numerous additional graphical, animation, and localization fixes



Players can now fish in any of Albion's bodies of water to catch common fish, rare fish, and even sunken treasures and items.The rights management is based on two parts:Guild leaders (or anyone with sufficient access rights) can create guild roles, which include a name, an icon and a color. Once a role is created, rights can be assigned to it at 3 levels: "does not have the right", "has the right", and "has the right and can assign it to others". Roles can then be assigned to guild members. One guild member can be assigned any number of roles, and will have all the rights included in all roles.A detailed guide to this system will be published when the Lancelot update goes live.Lancelot will bring Level 3 Artifact Armor sets to accompany the Level 3 weapons already in the game. These will mix offensive, defensive, and utility spells to add new depth to combat, for a total of nine new spells.With the Lancelot update, the NPC factions in Albion will become much more prevalent in Albion's biomes: instead of appearing only in preexisting camps, they will now spawn throughout the open world.Luxury Goods are special items dropped by mobs, consisting of antiques from Albion's ancient past. They cannot be used directly, but rather have a fixed value in a particular city based on their category, and can always be sold in that city.Lancelot will introduce a new type of Hellgate:Names of Hellgates have been updated for clarity:Additional Hellgate info:Lancelot will introduce In the Raven's Claws, a new T6 Group Expedition that tasks adventurers with rescuing a captured agent from the clutches of the Disciples of Morgana before he reveals critical secrets.Additional FeaturesNumerous audio improvements and fixes:Improved the Party Management UI:Improved Heretic Mob Camps at beginning of gameBoss mobs now have a different ring outline from miniboss mobsNew loading screens for Starter Towns, Hellgates, and moreChanges to "Eternal Battle" and "For a Fistful of Silver" Hardcore Expeditions:The changes will bring the difficulty of these expeditions down somewhat, putting them more on the same level as similar-level expeditions. Also removed a number of mobs, moved mobs to different positions, and changed their patrol paths.Additionally, there have been changes to some of the mobs:Heretic Brawler: movement speed and resistance to crowd control reduced, as well as an increased casting time on their Heavy SlapUndead Governor: Powerful Lunge now has casting time, and the mob will not use its big AoE Pull when there are more than 5 Haunted Officials alive at a time.After monitoring the amount of Hardcore Expedition Maps dropped in the open world and the number of Hardcore Expeditions played each day, we have reduced the drop chance of these maps to ⅓ its previous rate to ensure the market value of Expedition Maps remains appropriate.Fame reward for Trapped Demon in Lesser Hellgates (formerly known as Ashen Hellgates) has been doubled.To prevent them from being killed too easily by small groups, Siphoning Mages can now use Ice Block once in any battle, regardless of how many players attack. They will use Ice Block a second time when they are attacked by 4 or more players, and a third and final time when they are attacked by 8 or more players.The stack size for consumable potions on a character has been increased from 5 to 10.The Heretic Deranged Ol' Chopper (Tier 3, solo) got hit on the head by a falling tree and forgot how to use Whirlwind.Increased the costs of Laborer Journals by tier - they used to be 1000 Silver independent of tier, now they start at 500 and go up to 32000 for T8.Lesser Hellgate Chest Spawn Timer: 1min -> 2minArcane Staffs:Axes:Bows:Crossbows:Daggers:Fire Staffs:Frost Staffs:Holy Staffs:Maces:Nature Staffs:Spears:Swords:Armors:FoodFlame Basilisk: (it's role is reworked)Venom Basilisk: (it's role is reworked)Siege Ballista:Misc:Arcane Staffs:Axes:Bows:Crossbows:Daggers:Fire Staffs:Frost Staffs:Holy Staffs:Maces:Nature Staffs:Spears:Swords:Armors:FoodFlame Basilisk: (it's role is reworked)Venom Basilisk: (it's role is reworked)Siege Ballista: