The Merlyn update comes to the world of Albion on July 31, bringing an all-new Faction Warfare system. In this Dev Talk, Robin Henkys, Game Director of Albion Online, follows up his introductory Faction Warfare video with a more in-depth look at the various activities and rewards this feature will offer. https://www.youtube.com/watch?v=YAh8XaJ50OM No time to watch the video? Read on for a written summary of his talk.
1. Outpost Capturing
What are Outposts?
Outposts are small military installations found all over the Royal Continent, with their position and status visible on the world map. Initially, an outpost will be controlled by the city closest to it, but this will soon change based on player actions.
Capturing Outposts
A outpost is always guarded by a champion of the faction that currently owns it. To take an outpost, players have to defeat the champion and stand uncontested within the control circle for a specified period of time.
Defeating a champion is not a trivial task. At the very least, it requires three well-coordinated players, but it is more easily done in a group of five or six players.
Claiming an outpost grants faction points and fame, as well as some Silver from the champion.
The rewards earned for taking an outpost are split between the participants, so to maximum profits, try to capture an outpost using as few players as possible.
Once an outpost has been captured, it goes into a cooldown period during which it cannot be recaptured. The cooldown ends when the new owner’s champion spawns.
Gameplay for Outposts
In order to ensure enough variety in this activity, and to bring out the character of each faction, we’ve given each champion a unique fighting style and set of abilities:
The Mountain Champion is stoic and formidable, summoning the strength of the mountains while fighting.
The Forest Champion is agile and confident, relying on his trusted animal companion in battle.
The Steppe Champion is sly and cunning, and uses tricks and the power of the desert wind to overcome her opponents.
The Highland Champion is rough and brutish, and uses sheer force to take his opponents down.
And finally, the Swamp Champion is ancient and wise, and in battle will cast powerful fire spells.
Of course, the champion is not the only thing you'll need to worry about - before attempting to capture an outpost, it's worth making sure there are no enemy faction players nearby! Given the relatively high number of outposts, you'll often find them unguarded, but it always pays to check.
Design Goals of Outposts
As you can see, outpost gameplay is focused on taking enemy outposts rather than defending your own.
This ensures that players participating in outpost capture do not spend their time waiting to see if opponents will turn up, but instead can move outpost to outpost and earn significant rewards if they go unopposed by other factions.
Focusing on attack is also a key component of our self-balancing philosophy for Faction Warfare: the more outposts a faction already owns, the fewer attack targets will become available, making it less desirable to work for this faction.
2. Faction Trading
If you’re less inclined to fight but still want to profit off the Faction Warfare system, you can always participate in trade missions for your faction. Here's how it works:
Each city will be the sole source of a unique resource called Fragments of the City Heart. Players can acquire this resource at the faction leader NPC by spending their earned faction points.
These city heart fragments are powerful magic resources which can be used as a stand-in resource in refining, effectively bringing down the raw resources needed for refining by a small degree.
Each city wants to get their hands on the other cities' resources, and to do so has made secret deals with the Black Market Boss of Caerleon. His minions have set up secret smuggling outposts near the cities where they trade in city heart fragments.
While signed up with a faction, players can acquire a trade pack consisting of that faction's resources..
This trade pack can be taken to a smuggling outpost near a designated enemy city and exchanged for a pack containing a higher amount of that enemy city resource.
The pack must be carried the entire time by the faction-flagged player in order to make the exchange. If the item is traded away or lost, the mission will be a failure.
If a player is killed while carrying a trade pack, the pack will be broken down into city heart fragments which can then be looted.
There are different sizes of trade packs available, differing in weight, cost, and reward. This allows players to decide between a solo run on a fast horse, a group/escort run on slower, stronger mounts such as oxen, or something in between.
There are two ways you can profit from trade missions:
All trade missions offer the straightforward profit of trading a smaller quantity of resources for a larger one.
Additionally, the resource you’re trading for may be worth more than the one you’re investing. This of course depends on the player market, which requires comparing prices of different resources for your desired location.
Faction trading adds to the Faction Warfare system in two ways:
For traders and transporters, it provides an opportunity to profit from signing up with a faction, which might otherwise not offer enough incentive.
For PvPers, it adds faction-flagged players who are transporting valuable goods through the world as a target, opening up the opportunity for ambushes, escorts, and all sorts of PVP opportunities with high-value targets.
3. Rewards
City Heart Fragments
As mentioned already, city heart fragments can also be used in refining, where they stand in for a single regular resource of any tier or enchantment level. Each type of heart fragment is limited to that city's most common resource type and can only replace one such resource in any given recipe, so at least some of the actual resource will be required for refining.
The fact that they can be used at any tier or enchantment level means they are ideally used in place of truly valuable high-end resources.
They are also required in order to make the corresponding faction cape (see next section).
Their use as a stand-in for high-end resources and in the production of faction capes secures their value in the Albion economy, and by extension ensures the ongoing value of faction points.
City Crests and Capes
City crests can be combined with a regular cape item (as well as a quantity of city heart fragments) to create a faction cape. Faction capes will be the first set of capes to feature strong passive abilities which can be used to synergize existing builds.
The idea of these capes is to make an additional item slot available for combat builds, and to strengthen the "You Are What You Wear" system. The effects of this new slot will be noticeable in combat, but as capes will have especially high cooldown times, they will need to work closely in tandem with the rest of a build to be truly successful.
The cape abilities are as follows:
Bridgewatch Cape:
Your first auto attack spawns a sandstorm in front of you, which moves forward and slows enemy attack and move speed.
Fort Sterling Cape:
The mountain cape automatically triggers to remove the first stun or silence you receive.
Lymhurst Cape:
If you use a spell and are low on energy, the cape triggers an energy-over-time regeneration.
Martlock Cape:
When you take damage and are at low health, you automatically receive a short invulnerability shield.
Thetford Cape:
Your first auto attack triggers a chain lightning effect which hits up to four enemies near your original target.
All of these effects can recur after their cooldown is finished. Cooldown durations, as well as spell strengths, will also scale with item power.
Faction Mounts
The final type of item obtainable as a faction reward are baby animals, which can be grown into one of the new faction mounts:
Bighorn Ram (Martlock):
Similar to an ox, but it trades in some transport ability for a higher speed.
Moabird (Bridgewatch):
Very fast mount - not quite as fast as a direwolf, but faster than horses, though is quite vulnerable.
Winter Bear (Fort Sterling):
Very tough mount with decent speed and good transport ability.
Wild Boar (Lymhurst):
Faster than the bear, but not quite as tough and can’t transport quite as much.
Swamp Salamander (Thetford):
Has no gallop ability, but its base speed is higher than any other mount’s, making it hard to slow down.
That's all for today, but there's much more to come with the Merlyn update - we hope you're as excited for it as we are. Stay tuned for the next Dev Talk, where we’ll be covering the changes coming to gathering, crafting, and refining in Albion.
Loot tables and loot for 2v2 and 5v5 Hellgates in red and black zones have been updated:
2v2 Hellgates (Black and Red Zones):
The loot tables have been buffed, and also normalized: chests will now always contain 1-2 artifacts.
5v5 Hellgates (Black and Red Zones):
Loot from the final boss now always contains a Tome of Insight in addition to the regular loot table. The loot table itself is otherwise unchanged.
Fixes:
Fixed an issue (introduced with Patch 9) where mob aggro sounds triggered too frequently
Fixed an issue that prevented teleportation out of AoE spells and Sticky Potion areas (this should also reduce visual glitches that affected dash / knockback spells under high ping)
The area size in the Frost Nova tooltip now displays correctly for all languages
Added a clearer error message when a pack or reward cannot be claimed
Fixed an issue where a Guild Master tag could be assigned to the wrong player while the sorting of guild members was updating
Updated the "This Looks Interesting" achievement to display the correct Fame requirement (10,000 Fame)
Additional graphical, UI, resource placement, and localization fixes
Our fourth major content update, Merlyn, arrives on July 31, bringing a huge number of new features, changes, and improvements to the world of Albion.
Faction Warfare
Open-world warfare comes to the Royal Continent with an all-new Faction Warfare system. Sign up with one of five factions, then set out into the wilds of Albion to claim outposts, transport valuable goods, and earn exclusive rewards.
Outposts and Trading - Take down enemy factions' outposts by defeating unique faction bosses with their own strengths, skills, and personalities.
Special Faction Rewards - New faction resources open up alternative crafting recipes, while faction capes and mounts offer exciting new gameplay opportunities.
Refining and Crafting Bonuses - Each of the Royal Cities now has unique bonuses, based on materials that are rarer in that city's biome.
Resource Redistribution - Enchanted resources now appear in greater quantities around the Royal Cities, providing new opportunities for gatherers and transporters.
Equipment Overcharge - Overcharging an item gives it a temporary power boost, at the cost of risking breakage once the overcharge ends.
Marketplace UI Improvements - In addition to a more streamlined UI, players can now view a more accurate average price display and an in-depth sales history.
New Dungeon - The new T5 Group Dungeon, Stoneroot Caverns, pits you against hordes of massive Keepers in a sacred underground cave.
New Costumes and Trophies - New wedding costumes celebrate the first year of Albion Online, and new Laborer Trophies are available for the various gathering nodes.
Additional Improvements - Merlyn also brings balance and skill updates, easier navigation, bugfixes, and much more.
"As we've recently had many new players join Albion Online, I've created this chart to show the vast amounts of activities available to players. Whether you like playing alone, with friends, or waging war on a massive scale - there's always something to do."
In our most recent Dev Talk, Game Director Robin Henkys discusses the major feature of the upcoming Merlyn update: Faction Warfare. This all-new system lets players join one of five factions on the Royal Continent to participate in open-world combat and earn valuable rewards.
The one-handed weapon ability power progression has been updated since the changes introduced with Patch 9. The curve has been further adjusted to be in line with the one-hand / offhand rebalance.
Additional Fixes:
Fixed an issue where custom match invitations sent during GvG battles (and the resulting auto-cancellation notices) were interfering with gameplay
Fixed an issue where players were unable to enter names for new guild roles
Fixed an issue where an Expedition would not complete when the final boss was killed after a player respawned
Fixed an issue where characters affected by Fear sometimes ran back into Wall of Flames
Fixed an issue where Hellgate names did not appear correctly in death details
Welcome, Adventurer - you return seeking knowledge of the role of the artisan in the fair land of Albion? Pull up a chair, pour yourself a drink, and let me share what I know, so that you may understand what this path will require of you...
The aim of this guide is to give you, the potential artisan, a decent understanding of the economics and strategy of crafting equipment, from the earliest stages to a solid mid-tier level. For players who have not previously considered crafting or who are new to the game, this guide will cover the things you need to consider prior to starting on the path of the artisan. Once you have read this guide, you can read the excellent work of ZaZii and Stravanov on the Albion forums for a more in-depth look at gathering, crafting and refining, as well as the relationship between these three skill groups.
Crafting in Albion Online is generally best viewed from one of two approaches:
1) Self-sufficiency, i.e. as a fighter/adventurer, or 2) Profit, i.e. as a producer
First I'll explain the basics, so you don’t make the mistakes many new players to Albion make. These mistakes can leave you feeling frustrated (along with an empty money pouch), but you can avoid this if you plan ahead carefully. These basics can be applied to all of the crafting skills ingame, from sword to ox to everything in-between, and an understanding of them will stand you in good stead.
(Please note: at the time of this writing, the Merlyn update is fast approaching. Merlyn will bring increased bonuses to refining and crafting in the Royal cities, so now is a great time to plan ahead with your crafting goals and to stockpile resources.)
1. What should I craft?
This comes down to to the two approaches mentioned above: a desire for self sufficiency versus a desire for profit through crafting. It is possible to craft for self-sufficiency and profit at the same time, but this will mean that the items you pick for self-sufficiency must be items that other people will also require. This means you will be crafting equipment to fit established builds already used by other players. This in itself can be a double-edged sword, as profits may be lower if many other artisans produce what you plan to make. However, worry not, as an active market is often the best one to participate in, as long as you're quick with sales and orders and able to turn a quick profit at higher tiers. Taking the time to study the current meta builds prior to crafting anything is a solid plan.
Be realistic in your end goal - trying to craft everything is an easy trap to fall into, and this will definitely hamper your long-term progression. Once you have decided which area you wish to specialize in, be it a weapon group, an armor group, a mix of equipment for your current build, or simply bags and cloaks, you are almost ready to begin. Pick one item to focus on and start crafting that item. Have a clear understanding and goal, stay focused, and concentrate on that item. Once your goal has been reached, look at the next item you wish to craft and start the process again.
2. How do I fund my crafting?
Crafting is expensive, so you will need a good source of income while you are training your skills. This will ideally be something that is not focus-intensive, as you will always want to craft with focus after you reach Tier 4 whenever possible. Having an alt character who can mass-produce carrots or refine materials to sell is a good start, or you can simply go adventuring and raise Silver on your own.
The most important thing is to ensure you can afford crafting fees at the city plots. You will always want to craft at a city plot, as they give a base 15% return of goods without focus. You will not want to sell anything you craft at first, as the quickest route to success is through the use of the "study" option, available at crafting stations in cities. Studying items gives you 300% fame on each and every item you craft: 100% from the actual crafting of the item and 200% from studying it! Please note: after the Merlyn update this base rate will increase depending on the city in which you craft and the equipment you are crafting, which could be the deciding factor in where you craft each specific piece of equipment.
3. Where do I craft?
Finding a good established vendor of the type you require in the cities is important. With the Merlyn update, the dynamic of crafting and gathering will likely change, and it is important to be able to take advantage of good vendors in the location that is right for you. Once you find a vendor you like the look of, it doesn’t hurt to send the owner a message asking if they are willing to add you as an associate to get better rates. In return, you can explain you are willing to craft at their station exclusively.
4. How can I buff my crafting level?
Salads are your best friend here, as they add to your crafting skill. Focus does not add to your crafting skill: focus when used in crafting determines the amount of returned resources you will receive. Try to find a regular supplier of salads, as their duration is short and you will require a lot of them. You could of course simply craft them yourself - maybe the alt that farms for you can also cook, or perhaps a friend or guildmate can help in return for equipment you are making. There are many options to consider on sourcing salads, so pick the one that works best for you.
5. I made something!
Congratulations! Crafting equipment to a tier 4 skill level is quick and isn’t too much of a drain on resources. If you are following the path of self-sufficiency, this is where your goals become very important, as you will want - whenever possible - to be able to craft your own equipment to wear. Many players find that keeping their crafting skill a level ahead of the equipment they need is a good goal until tier 6 - 7. This enables the self-sufficiency goal to work at maximum effect.
If you are trying to craft for profit, stick to your end goal and remain focused on one item. You'll want to get that item to a level where you can sell at a profit before looking for other items to craft. Remember, it is very important to stick to your goals and work at maximum efficiency where possible to reduce the impact upon your material stockpile.
6. I keep running out of materials. What can I do?
This is very common, as there is a massive hole in the crafting / refining process at tier 5. It is highly recommended that you use tier 4 materials to raise your crafting skill level to tier 6 if the current market prices persist - the cost of tier 5 materials makes it very difficult to incorporate them into your crafting and places unnecessary stress on your funds. It will take you longer, but it will be much cheaper, and will allow you to fill up more journals for your laborers. This in turn will set you up for future crafting projects with a good materials stockpile.
7. Wait - what are journals / laborers?
There are guides covering islands and setting up your labor force in the guide section, so these areas will not be covered in detail in this guide. At the very least, you will always want to have journals in your backpack when crafting, as the additional revenue from selling them is a great source of funding. Alternately, you can send your laborers out and they will return with materials for you, reducing the impact upon your own materials store. It cannot be overstated how important laborers are: at low tiers the resource return is a massive bonus, and at high tiers the chance for enchanted materials being returned by the laborer is enough to consider the outlay for buildings upon your island money well spent.
8. I'm an Apprentice Artisan!
Well done! You should now be either well on your way to self-sufficiency, or at a level where you can start to sell your crafted goods for a profit. In many people's experience, this is normally around tiers 5-6, but remember that each item you sell is something you are not studying for that amazing extra fame bonus.
So in conclusion, focus on one item at a time, buy cheap, and sell high where possible. Write everything down, build yourself an understanding of market pricing, add any contacts (be they suppliers or buyers) to your friends list, seek out those who require your services, and stay in regular contact with them.
Safe travels, Adventurer - may your pockets be full of Silver and your material stockpiles as high as the roof of the highest warehouse. Hopefully this will give you a basic understanding of crafting within the fair world of Albion.
---
Thanks again to ZaZii and Stravanov for their amazing work on the forums.
The Steam Summer Sale is here! Whether you've waited until now to join the world of Albion, or are looking to upgrade with an Epic or Legendary pack, we've got you covered: the base game and all packs are now 34% off.
With a major content update on the way later this summer, there's never been a better time to join the world of Albion. This sale won't last forever, so be sure to take advantage of it while you can!
Players can now fight their own guild and alliance members in Hellgates when they appear in an enemy party
Yellow Zone 5v5 Hellgates have been adjusted as follows:
Fame Factor: 1.5 → 2.5
Loot Factor: 1.75 → 2.25
Silver Factor: 1.75 → 2.25
Improved the loot table for the Hellgate Boss, so that it now drops better loot on average
Fixed a loot table bug for chests in black and red zone 2v2 Hellgates - their rewards were sometimes much higher than intended, and should now be in line with comparable Hellgates
To prevent solo and duo farming, gatekeepers for 5v5 Hellgates (red and black zones) now use a new spell ("Disembowel") when aggro'd by 3 or fewer people
Daily Season Points Adjustments
The daily season points earned for Outlands territories has been adjusted as follows (the cost of placing mages, as well as the energy they drop, has also been updated accordingly):
Mercia: 384 → 336 (-12.5%)
Cumbria: 288 → 288 (no change)
Anglia: 192 → 240 (+25%)
Mount/Dismount Audio
To cut down on unnecessary noise in cities, mount/dismount sounds are now only audible to the player performing them within city limits (as these sounds are an important element of PvP, they will remain audible to all players in the open world)
Faction Warfare Preparation
As a teaser for the upcoming content update, builder NPCs have begun constructing faction headquarters in each of the Royal cities
GvG Updates
Added soft item power cap to red zone GvGs (Item Power = 800 / Scaling Factor = 0.2, meaning everything above IP 800 will be scaled down to 20% of its normal power)
To prevent furniture from being used as a blockade during GvGs, outdoor furniture is now hidden during GvG matches, and new furniture cannot be placed during matches
Balancing Changes
Arcane Staffs
Time Corridor (Occult Staff)
Now also boosts attack speed of allies inside the area
Removed the Damage Over Time effect
Axes
Rending Bleed Stacks (all axes)
Healing Reduction: 10% → 7%
Tear Apart (Halberd)
Instant Damage: 144.60 → 137.37
Bows
Deadly Shot (all bows)
Removed the Cast Speed Increase
It now reduces enemy resistances (stacks up to 3 times)
Damage: 81.43 → 86.52
Cast Range: 11m → 13m
Multishot (all bows)
Range: 11m → 12m
Cursed Staffs
Haunting Screams (Cursed Skull)
No longer requires Line of Sight
Daggers
Sunder Armor (all daggers)
Armor Reduction vs mobs: 0.04 → 0.06
Fire Staffs
Flame Tornado (Blazing Staff)
Damage vs Mobs: 47.23 → 43.45
Frost Staffs
Frost Bomb (all Frost Staffs)
Hit Delay: 2s → 1.6s
Frost Nova (all Frost Staffs)
Hit Delay: 0.2s → 0s
Now completely freezes enemies (Frozen enemies can't attack or cast)
Freeze Duration: 2.44s → 1.26s
Avalanche (Hoarfrost Staff)
Cast Time: 1s → 0.7s
Frozen Hell (Icicle Staff)
Cast Time: 1s → 0s
Standtime: 0.2s → 0.4s
Ice Crystal (Permafrost Prism)
Damage vs mobs: 184.69 → 253.70
Holy Staffs
Holy Explosion (Great Holy Staff)
Heal per Tick: 34.75 → 40.67
Holy Touch (Lifetouch Staff)
Cast Range: 3m → 6m
Can now be cast even when silenced / stunned
Salvation (Fallen Staff)
Delay after Cast: 3s → 2s
Energy Cost: 24 → 18
Holy Orb (Redemption Staff)
The orb now always heals for the same amount, no matter the distance
Min Heal: 66.36 → 144.79
Max Heal: 225.63 → 144.79
Projectile Speed: 14.67m/s → 11.00m/s
Cooldown: 10s → 15s
Nature Staffs
Hit & Run (passive)
Spells to trigger the effect: 4 → 6
Poison Thorns (all Nature Staffs)
Number of Ticks: 10 → 7
Damage per Tick: 11.94 → 12.83
Spirit Animal (Rampant Staff)
Spell has been reworked, and no longer stacks up over time.
Instead, the healing strength depends on the number of allies inside the area of each tick.
It also can’t be purged anymore.
Quarterstaffs
Cartwheel (all Quarterstaffs)
Cooldown: 5s → 6s
Forceful Swing (all Quarterstaffs)
Auto Attack Damage Reduction vs mobs: 30% → 50%
Radius: 5m → 6m
Mystic Rocks (Staff of Balance)
Energy Cost: 0 → 20% of max energy
Slow Strength: 60% → 50%
Hurricane (Iron-clad Staff)
Knockback Distance: 1.91m → 5m
Spears
Cripple (all spears)
Cooldown: 15s → 20s
Reckless Charge (Spear)
Range: 13m → 11m
Enemy airborne duration: 0.6s → 0.5s
Damage: 235.06 → 198.90
Helmets
Energy Regain (all helmets)
Channel Duration: 7s → 10s
Energy per tick: 7.10 → 8.10
Force Field (Cloth Cowls)
Radius: 5m → 6m
Knockback Distance: 11.67 → 14.22
Energy Shield (Scholar Cowl)
Physical Resistance: 0.16 → 0.38
Magic Resistance: 0.16 → 0.10
Perpetual Energy (Royal Cowl)
Duration: 10s → 15s
Mortal Agony (Stalker Hood)
Armor Reduction: 0.54 → 0.50
Electric Discharge (Judicator Helmet)
Cast Time: 0s → 1.2s
Hit Delay: 0.6s → 0s
Armors
Speed Caster (Scholar Robe)
Energy Cost Reduction: 40% → 70%
Obsessive Burst (Druid Robe)
Damage and Heal Power Increase per Stack: 8% → 7%
Self Ignition (Specter Jacket)
Can't be purged anymore
Fury (Soldier Armor)
Increased CC Duration per stack: 10% → 6%
Force Shield (Judicator Armor)
Healing Received Increase: 50% → 35%
Shoes
Focused Run (Scholar Sandals)
Move Speed Increase: 60% → 100%
Defenseless Rush (Royal Sandals)
It is now a toggle spell and can't be purged
It no longer reduces resistance by a flat value - instead, while active, the caster's damage taken is increased by 15%
Max Duration: 5s → 7s
Rotten Ground (Cultist Sandals)
The area no longer deals damage - it instead reduces enemy resistances
Spectral Run (Specter Shoes)
Max Channel Duration: 20s → 16s
Offhands
Offhand scaling reworked: all offhand items now scale in exact relation to item power, i.e. they profit from Destiny Board masteries and item quality bonuses. This is not a straight bonus on top: instead the progression curve has been reworked, so offhand bonus stats should remain at roughly the same values.
Potions
Gigantify Potions
Duration: 10s → 8s
Food
Flattened the progression of Combat-Related Stats on food.
Food Effect Progression (old percent → new percent):
Cleansing any CC effect now grants a 1-second CC immunity
Fixes
Fixed an issue where spells that were simultaneously cast by a player and canceled by another player or mob (via stun, knockback, silence, or other countereffects) were still subject to cooldown time
Fixed a similar issue where the toggle spell button would become stuck if the toggle spell failed due to knockback, silence, or other countereffects
Fixed an issue where the passive skill Weakening could be used without unlocking the corresponding Destiny Board node
Fixed an issue where Desecrate would sometimes fail to inflict DoT on struck enemies
Improved performance of fishing minigame on clients with low FPS
Fixed an issue where ghoul mobs were immune to CC damage while channeling Acid Waste
Fixed an issue for some spells where the graphical spell indicator was bigger than the actual spell effect
Fixed an issue where the combat log sometimes listed the source of an effect as "unknown"
Fixed an issue where DoT effects would keep you in passive combat even when the mob had reset
Improved hit detection for the Claymore charge spell
Cripple now removes the move speed buff for Rotten Ground and Frost Walk
Damage vs. Players and Damage vs. Mobs stats have been removed from Enchanted Facebreaker Shield
[Russian version] Numerous fixes and updates to Russian terminology, particularly related to Destiny Board masteries
Numerous additional graphical, animation, texture, audio, UI, and localization fixes
Albion Online's third GvG Season starts on June 23. To prepare for this occasion, we will release a patch that includes combat balancing changes, updates to siphoned energy and red-zone GvGs, and various quality-of-life improvements. In this Dev Talk, Michael Schwahn, Combat Designer for Albion Online, discusses what's coming with this patch. https://www.youtube.com/watch?v=ZIh8Prk-pGs For a written summary of his talk, click here: https://albiononline.com/en/news/devtalk-season-3-balance-changes