Zero-K - GoogleFrog

This is a balance update, primarily regarding Emissary and Cloakbots, and also includes some vital fixes. There is now a quick modding system that can be used to test out balance, or perhaps just to create wacky game modes. The current position of Cloakbots in the meta made them primes target for some !Fun! buffs.

Quick Modding
Many balance suggestions are expressed on the forum with no easy means of testing. To address this, there is a new setting during game setup, under Advanced Options, that can be used to change almost any aspect of the game, no rebuilding or rehosting required. Check out the wiki page to see how to make faster Glaives and long-ranged Bandits.

Balance
Conjurer:
  • Jam radius: 256 -> 192
  • Can area cloak with 192 radius and 8 energy drain.
Knight:
  • Range: 280 -> 350 (to see if the game breaks).
Sling:
  • Cost 110 -> 100
  • Range 840 -> 860
  • Projectile speed increased 3.8%.
Dagger:
  • Damage: 100 -> 95 (Glaive is the only small unit affected by this change).
Dirtbag:
  • Speed: 2.5 -> 2.6
  • Sight: 350 -> 280
  • Damage: 36 -> 45
Blitz:
  • Cost 300 -> 285
Emissary:
  • Speed: 2.7 -> 2.4 (Impaler 2.25, Lance 2.2, Tremor 2.25)
  • Range 1180: -> 1120
  • AoE: 96 -> 84
  • Projectile velocity reduced by 4.5%
  • Added overkill prevention vs. static targets.
Constable:
  • Buildpower: 4 -> 5
Toad:
  • Sight range: 660 -> 900 (very few units have more than 600 LoS).
  • Laser range: 820 -> 850
Reef:
  • Disarm missile tracks.
Faraday:
  • Health: 2200 -> 1700
Hacksaw:
  • Range: 480 -> 490
Fixes
  • Made the build height display (Alt+Scrollwheel) show the water level.
  • Fixed units sometimes skirmishing cloaked units.
  • Fixed Dgun commander aiming.
  • Fixed an exploit that allowed a player to crash the game (exploited around the 11th).
  • Fixed Scorpion aimpos, allowing many units to hit it reliably again.
  • Fixed the commander window closing itself randomly.
  • Fixed slowbeam target selection.
  • Fixed wade effects.
  • Fixed extended Raven usage spamming the minimap with dots.
  • Minor performance improvements.
Starpoint Gemini Warlords - mmihokovic_LGM
You haven't heard from us in a few weeks, but don't worry. We just kept our head down and worked hard on Roadmap update No 2. Along with the planned update elements, we managed to complete a few more things in advance, so a couple of surprises await you!

No more easy pickings dear space captains. Your ship is loaded with missiles? Fine, your adversaries have plenty of decoys and they are not afraid to use them! You're proficient with cut engines maneuvers? Won't help you – enemies will have tricks of their own with new AI and behavior routines. But you're not helpless – to give you a fighting chance, newly introduced crafting system enables you to be creative and engineer a plethora of items and equipment to enhance your survivability.

Your feedback was also noted, and some improvements have been made to existing features as well. Anyway, without further delay – what's in store for our finest captains this time?

Space-craft-beer-pong
One of the pivotal new systems is crafting. You acquired a dirty amount of credits, but you simply aren't happy with any of the items available at the drydock? Wait no more! Now you can gather blueprints and materials to craft those hard to acquire equipment and weapons.
  • Collect blueprints from destroyed ships (will be further improved with updates to open up additional ways to gain blueprints)
  • All items in the game (with some exceptions) are in some form linked into the crafting system, either as an ingredient or as a craftable item on its own
  • Create anything from better (more complex) items to equipment and weapons

Radiation mechanics
Some of the above mentioned additional gear could come in handy when traveling through dangerous areas, because this update also introduces the radiation mechanics. That’s right! [/i]A nanoscrubber a day, keeps death away[/i], as my mechanic used to say.
  • rather important visual warnings will scream at you
  • gameplay effects come in the form of lighter or heavier critical system failures before your hull starts to crumble on a molecular level (yeah… stay radiated long enough and you’ll be a deader)
  • added radiation areas in all sectors
  • added VFX & SFX to complement the gameplay effect
  • added in a bonus of Nanoscrubber equipment to clean that radiation right off. Like a hot shower that removes residual radiation without actually cleaning you… so… yeah… not really like a hot shower. *scours away to find a better-suiting analogy*

AI, behavior and the untold story of the Terminator mindset
To keep a perfectly balanced equilibrium, as all things should be, we've also „equipped“ your adversaries too! AI, both friendly and hostile, received a fresh batch of AI routines. Don’t be surprised if the enemy suddenly drops a mine in your face to ward off any of those nasty ideas you had about destroying him. As far as the untold story in the subtitle goes, it will remain untold :P.
  • Besides coming in all types of ships, the NPCs now also come with a whole range of different behaviors. Some are more aggressive, some lean more on the defensive side. Some like to keep close to you, like an over-clinging ex, while others will keep their distance like you have the plague.
  • AI will now utilize a bunch of different flight maneuvers to gain the upper hand when attacking or to get away when they’re in your sights.
  • AI becomes increasingly more complex as you progress through the game.
  • NPCs will now use decoys to avoid getting hit by missiles. Of course, not all and not all the time
  • NPCs can now drop mines when their ships or egos are threatened

Moving on…
The previously implemented portion of the campaign also got a fresh coat of paint (and then some) in its upgrade process, but most of the changes in this update will be visible in the freeroam portion.
The focus of this update is enriching the gameplay, giving You, the players more to do and ways to do it. Many elements of this update are also a prerequisite for some of the upcoming gameplay mechanics, planned to be rolled out with next update!

Almost forgot about how we…
rebalanced the hell out of a lot of things
  • different wings now have a different number of turret slots.
  • player ship hull module HP increased significantly
  • player ship shield module HP increased significantly
  • player weapon energy cost increased somewhat (in some cases significantly)
  • overall weapon damage increased (smaller increase with scatterguns as they were OP to begin with)
  • Player shield recharge increased
  • Player shield reboot time reduced
  • higher tier NPCs deal significantly more damage
  • higher tier NPCs have significantly stronger hulls and shields
  • Freelance jobs are paid a lot better. A number of changes and a major rebalance overhaul are coming in the next few updates!
  • Loot drop value is increased across the board.
  • boost speed decreased and now varies depending on the engine installed
  • cruise speed decreased to 300 for all ships
  • player ship modules prices

…oh and also how we…
overhauled the entire flight model
  • A number of booster and cut engines tweaks and upgrades
  • Completely rebalanced flight-related stats (much faster lateral and backwards movement for example)
  • Added a few missing controls and made a lot of overall quality-of-life improvements

In the end, we leave you with our mandatory long list of the other stuff we made for this update. The honorable mentions if you wish. Feel free to pick your favorites!

CHANGES
  • ADDED: new equipment and additional equipment tiers
    • the already mentioned Nanoscrubbers take that accumulated radiation edge off
    • Higher tier decoys lure angry missiles away
    • Booster injection gets some of that juicy fuel back into your booster to keep going
    • Mines of all shapes, sizes and damage types will knock your enemies flat to the other side
  • ADDED: a whole lot of additional missiles (specifically higher tier missiles)
  • ADDED: 4 completely new weapons to purchase and use
  • ADDED: more weapons of the higher tier persuasion
  • ADDED: Missiles can now be found in loot drops
  • ADDED: new ship modules in drydocks
  • ADDED: new difficulty settings – easy, normal, hard, insane
  • ADDED: VFX on NPC ships when damaged. Effects increases progressively as hull drops. It also makes very damaged NPCs easier to spot.
  • ADDED: In-game HUD now shows the names of equipped and swapped weapons
  • ADDED: In-game HUD now shows live stats of weapons/shields/missiles
  • ADDED: NPC ships can now move and shoot following a specific path, if need be
  • ADDED: SFX when upgrading skills
  • ADDED: SFX for incoming enemy missiles and launched missiles
  • ADDED: a HUD warning if some action cannot be executed
  • ADDED: Steam controller support
  • ADDED: new equipment items
  • ADDED: Equipment now has short text info
  • ADDED: In-game panels can now be toggled via keyboard shortcuts
  • ADDED: camera shake effect when hitting an asteroid
  • ADDED: Encounters now have an ease-in period. they get more difficult as you progress further
  • ADDED: huge hollow asteroids that ships can fly through and use as cover
  • ADDED: enemy ships now spawn with different tiers depending on map difficulty
  • ADDED: new event when player enters the range of specific object
  • ADDED: outlaw faction ships now have appropriate trails
  • ADDED: player engine/trails change color depending on speed and currently used flight mode
  • ADDED: explosions on asteroid destruction
  • ADDED: title cards in campaign missions
  • ADDED: several types of enemy behavior templates
  • UPDATED: the way how missile damage is dealt. ALL damage is handled as blast damage. The further away from the detonation epicenter you are, the less damage you receive, as it should be.
  • UPDATED: controller software keyboard
  • UPDATED: color schemes of HUD waypoint and info icons
  • UPDATED: default reputation with certain in-game factions
  • UPDATED: balanced NPC vs NPC damage variables
  • UPDATED: collect all option works properly, players can remove items from cargo
  • UPDATED: NPC ships have different, more realistic firing arcs
  • UPDATED: HUD reticle more visible and has variations depending on equipped weapon
  • UPDATED: campaign missions in chapter 1 reworked and polished
  • UPDATED: cutscenes in campaign chapter 1 have been upgraded
  • UPDATED: improved visuals in nebulas
  • UPDATED: faction reputation alignment system has been reworked
  • FIXED: text alignment in station/bar dialogues
  • FIXED: all barman dialogues are now skippable
  • FIXED: shortcut for buy/sell trader buttons work properly now
  • FIXED: resolution setting in launcher will be properly saved now
  • FIXED: freelance mission ships are properly marked now
  • FIXED: impact explosions on ship hull work properly now
  • FIXED: player ship shield regeneration variable works properly on load
  • FIXED: scripts for freelance mission ending now work properly
  • FIXED: in-game dialogues work properly when paused
  • FIXED: possible resolution problem when automatically choosing setting in launcher
  • FIXED: launcher will no longer crash if Steam isn't running in the background
  • FIXED: NPC ships will target and hit player properly in all situations
  • FIXED: When changing control settings in launcher, resolution won't abruptly change with it
  • FIXED: Player is no longer stuck in photo mode when using it
  • FIXED: camera works properly when using the controller and holding down LT to follow target
  • FIXED: menu footer is changed correctly when using HOTAS
  • FIXED: key binding in controls cannot be duplicated anymore
  • FIXED: target locks will appear in correct positions now
  • FIXED: numerous HUD errors when playing the Spanish language version
  • FIXED: branching dialogues won't break anymore if using HOTAS/controller
  • FIXED: various controls binding issues with HOTAS and controller
  • TWEAKED: visual controls input when using HOTAS

Cheers!
LGM Games team
Starpoint Gemini 3 - intercorona
You haven't heard from us in a few weeks, but don't worry. We just kept our head down and worked hard on Roadmap update No 2. Along with the planned update elements, we managed to complete a few more things in advance, so a couple of surprises await you!

No more easy pickings dear space captains. Your ship is loaded with missiles? Fine, your adversaries have plenty of decoys and they are not afraid to use them! You're proficient with cut engines maneuvers? Won't help you – enemies will have tricks of their own with new AI and behavior routines. But you're not helpless – to give you a fighting chance, newly introduced crafting system enables you to be creative and engineer a plethora of items and equipment to enhance your survivability.

Your feedback was also noted, and some improvements have been made to existing features as well. Anyway, without further delay – what's in store for our finest captains this time?

Space-craft-beer-pong
One of the pivotal new systems is crafting. You acquired a dirty amount of credits, but you simply aren't happy with any of the items available at the drydock? Wait no more! Now you can gather blueprints and materials to craft those hard to acquire equipment and weapons.
  • Collect blueprints from destroyed ships (will be further improved with updates to open up additional ways to gain blueprints)
  • All items in the game (with some exceptions) are in some form linked into the crafting system, either as an ingredient or as a craftable item on its own
  • Create anything from better (more complex) items to equipment and weapons

Radiation mechanics
Some of the above mentioned additional gear could come in handy when traveling through dangerous areas, because this update also introduces the radiation mechanics. That’s right! [/i]A nanoscrubber a day, keeps death away[/i], as my mechanic used to say.
  • rather important visual warnings will scream at you
  • gameplay effects come in the form of lighter or heavier critical system failures before your hull starts to crumble on a molecular level (yeah… stay radiated long enough and you’ll be a deader)
  • added radiation areas in all sectors
  • added VFX & SFX to complement the gameplay effect
  • added in a bonus of Nanoscrubber equipment to clean that radiation right off. Like a hot shower that removes residual radiation without actually cleaning you… so… yeah… not really like a hot shower. *scours away to find a better-suiting analogy*

AI, behavior and the untold story of the Terminator mindset
To keep a perfectly balanced equilibrium, as all things should be, we've also „equipped“ your adversaries too! AI, both friendly and hostile, received a fresh batch of AI routines. Don’t be surprised if the enemy suddenly drops a mine in your face to ward off any of those nasty ideas you had about destroying him. As far as the untold story in the subtitle goes, it will remain untold :P.
  • Besides coming in all types of ships, the NPCs now also come with a whole range of different behaviors. Some are more aggressive, some lean more on the defensive side. Some like to keep close to you, like an over-clinging ex, while others will keep their distance like you have the plague.
  • AI will now utilize a bunch of different flight maneuvers to gain the upper hand when attacking or to get away when they’re in your sights.
  • AI becomes increasingly more complex as you progress through the game.
  • NPCs will now use decoys to avoid getting hit by missiles. Of course, not all and not all the time
  • NPCs can now drop mines when their ships or egos are threatened

Moving on…
The previously implemented portion of the campaign also got a fresh coat of paint (and then some) in its upgrade process, but most of the changes in this update will be visible in the freeroam portion.
The focus of this update is enriching the gameplay, giving You, the players more to do and ways to do it. Many elements of this update are also a prerequisite for some of the upcoming gameplay mechanics, planned to be rolled out with next update!

Almost forgot about how we…
rebalanced the hell out of a lot of things
  • different wings now have a different number of turret slots.
  • player ship hull module HP increased significantly
  • player ship shield module HP increased significantly
  • player weapon energy cost increased somewhat (in some cases significantly)
  • overall weapon damage increased (smaller increase with scatterguns as they were OP to begin with)
  • Player shield recharge increased
  • Player shield reboot time reduced
  • higher tier NPCs deal significantly more damage
  • higher tier NPCs have significantly stronger hulls and shields
  • Freelance jobs are paid a lot better. A number of changes and a major rebalance overhaul are coming in the next few updates!
  • Loot drop value is increased across the board.
  • boost speed decreased and now varies depending on the engine installed
  • cruise speed decreased to 300 for all ships
  • player ship modules prices

…oh and also how we…
overhauled the entire flight model
  • A number of booster and cut engines tweaks and upgrades
  • Completely rebalanced flight-related stats (much faster lateral and backwards movement for example)
  • Added a few missing controls and made a lot of overall quality-of-life improvements

In the end, we leave you with our mandatory long list of the other stuff we made for this update. The honorable mentions if you wish. Feel free to pick your favorites!

CHANGES
  • ADDED: new equipment and additional equipment tiers
    • the already mentioned Nanoscrubbers take that accumulated radiation edge off
    • Higher tier decoys lure angry missiles away
    • Booster injection gets some of that juicy fuel back into your booster to keep going
    • Mines of all shapes, sizes and damage types will knock your enemies flat to the other side
  • ADDED: a whole lot of additional missiles (specifically higher tier missiles)
  • ADDED: 4 completely new weapons to purchase and use
  • ADDED: more weapons of the higher tier persuasion
  • ADDED: Missiles can now be found in loot drops
  • ADDED: new ship modules in drydocks
  • ADDED: new difficulty settings – easy, normal, hard, insane
  • ADDED: VFX on NPC ships when damaged. Effects increases progressively as hull drops. It also makes very damaged NPCs easier to spot.
  • ADDED: In-game HUD now shows the names of equipped and swapped weapons
  • ADDED: In-game HUD now shows live stats of weapons/shields/missiles
  • ADDED: NPC ships can now move and shoot following a specific path, if need be
  • ADDED: SFX when upgrading skills
  • ADDED: SFX for incoming enemy missiles and launched missiles
  • ADDED: a HUD warning if some action cannot be executed
  • ADDED: Steam controller support
  • ADDED: new equipment items
  • ADDED: Equipment now has short text info
  • ADDED: In-game panels can now be toggled via keyboard shortcuts
  • ADDED: camera shake effect when hitting an asteroid
  • ADDED: Encounters now have an ease-in period. they get more difficult as you progress further
  • ADDED: huge hollow asteroids that ships can fly through and use as cover
  • ADDED: enemy ships now spawn with different tiers depending on map difficulty
  • ADDED: new event when player enters the range of specific object
  • ADDED: outlaw faction ships now have appropriate trails
  • ADDED: player engine/trails change color depending on speed and currently used flight mode
  • ADDED: explosions on asteroid destruction
  • ADDED: title cards in campaign missions
  • ADDED: several types of enemy behavior templates
  • UPDATED: the way how missile damage is dealt. ALL damage is handled as blast damage. The further away from the detonation epicenter you are, the less damage you receive, as it should be.
  • UPDATED: controller software keyboard
  • UPDATED: color schemes of HUD waypoint and info icons
  • UPDATED: default reputation with certain in-game factions
  • UPDATED: balanced NPC vs NPC damage variables
  • UPDATED: collect all option works properly, players can remove items from cargo
  • UPDATED: NPC ships have different, more realistic firing arcs
  • UPDATED: HUD reticle more visible and has variations depending on equipped weapon
  • UPDATED: campaign missions in chapter 1 reworked and polished
  • UPDATED: cutscenes in campaign chapter 1 have been upgraded
  • UPDATED: improved visuals in nebulas
  • UPDATED: faction reputation alignment system has been reworked
  • FIXED: text alignment in station/bar dialogues
  • FIXED: all barman dialogues are now skippable
  • FIXED: shortcut for buy/sell trader buttons work properly now
  • FIXED: resolution setting in launcher will be properly saved now
  • FIXED: freelance mission ships are properly marked now
  • FIXED: impact explosions on ship hull work properly now
  • FIXED: player ship shield regeneration variable works properly on load
  • FIXED: scripts for freelance mission ending now work properly
  • FIXED: in-game dialogues work properly when paused
  • FIXED: possible resolution problem when automatically choosing setting in launcher
  • FIXED: launcher will no longer crash if Steam isn't running in the background
  • FIXED: NPC ships will target and hit player properly in all situations
  • FIXED: When changing control settings in launcher, resolution won't abruptly change with it
  • FIXED: Player is no longer stuck in photo mode when using it
  • FIXED: camera works properly when using the controller and holding down LT to follow target
  • FIXED: menu footer is changed correctly when using HOTAS
  • FIXED: key binding in controls cannot be duplicated anymore
  • FIXED: target locks will appear in correct positions now
  • FIXED: numerous HUD errors when playing the Spanish language version
  • FIXED: branching dialogues won't break anymore if using HOTAS/controller
  • FIXED: various controls binding issues with HOTAS and controller
  • TWEAKED: visual controls input when using HOTAS

Cheers!
LGM Games team
TANKNAROK - Niiilsen
In the upcoming weekend we'll be hosting the first ever online beta-test of TANKNAROK!
We're super excited and can't wait to play with you and get your feedback on our work!

The beta-test will take place:
November 17th
from: 18:00 (6pm) CET
to: 09:00 (9am) CET

Beta-keys will only be distributed via our newsletter so if you haven't subscribed yet, you need to do so in order to participate. Subscribe here.

Tip: Since most of our testers for this session are europeans, we recommend playing during the first part of the test as there most likely will be more people playing the game at that point.

See you all in game on sunday! ːsteamhappyː
Nov 13, 2019
Shattered - Tale of the Forgotten King - Redlock Studio
Hello, dear Wanderers!
How was your October? We hope Samhain was fairly celebrated ;)

Ours was pretty busy: we were at the Paris Game Connection, right next to the Paris Games Week. For those of you who don't know, it is the professionnal part of the event, where you can meet lots of others devs, publishers, editors etc. (we were particularly looking for help to launch the finished game as best as possible, translate it in as much languages as possible, and hopefully port it on consoles a little bit quicker). We'll see how it goes!

Oh, and there's a few new things in Hypnos...


PATCH NOTES #8!

BUGFIX
• Radiant Essences no longer use a Superior one.
• The precedent level correctly unload after the Whisperer's Mark is used (no more mashup between the levels!).
• No more getting stuck in the game options.
• The player’s Quick Access is now correctly saved when loading a game!
• Fixed a bug causing the player to appear falling in the middle of nothing after using the Whisperer's Mark.
• No more unobtainable keys! You shall now open gates.
• The dialog widget now correctly udpates its color theme when the Whisperer is talking.


OPTIMISATIONS:
• Magic bolts won't cause FPS drops anymore.
• The hard freeze upon using the Whisperer's Mark from the inventory is now fixed.

ADDITIONS
• Fade out animation for enemies' lifebars upon death.
• Clearer feedback on how many essences you get when killing a mob.
• New ennemies: the “rocketter” and the “grenade thrower” :D
• A new death screen!
• Bunch of new NPCs! Their quests are not implemented yet, but you can get to know them a little bit while we add their complete narrative... (Let us know what you think about them :) )
• Oh, and you can also trade with them!
• Little level design modifications & visual changes in environments. We'll let you discover what and where ;)
• New area: the Wall of Devesh, beyond North of Myosis
• A new item that you'll particularly appreciate in the darkest places: a little sentient light that you can summon to illumate your way!


Changes
• If you kill a locked ennemy, the camera will now switch the lock target to the next foe, instead of exiting the lock mode.
• New Fx for Homonculus' explosions.
• New Sound Design for the Legionnaires.
• New Fx for the gunner ennemies.
• A few Sound Design upgrades for some of the Wanderer's moves.
• Sound lifting for some Elite enemies ; changed on-hit sound for it to not be confused with the player’s one anymore.


This one was a big one for us.
We really hope you like all the changes!
Nov 13, 2019
Bandit Point - teemu.siipola
Yo ho ho! Patch 1.1.3 has landed. Full changelog below:

Changelog 1.1.3

+ Fixed issues with the unreliability of the Officer’s electric prod in melee
+ Fixed issues with projectile scaling when player is calibrated to different heights
+ Fixed an issue with airship crate parts not resetting properly
+ Fixed an issue with player possibly getting stuck if pausing the game during fade-ins and -outs
+ Fixed an issue with player’s own arrows rarely colliding with their own bow
+ Fixed an issue which let the player skip parts of level 4, causing them to get stuck
+ Fixed an issue which let the player skip parts of level 6
+ Visual improvements
+ Graphical optimizations
+ Bunch of other fixes

Please join our Discord community for news and discussions about the game!
Wildland - JooGray
We added a new type of task to the game - passenger transportation. Tasks can be obtained both in the camps, and from the cars (which stand) encountered on the way. These tasks differ from the usual ones in that you will not be able to collect an infinitely many passengers into the cabin. Now every car is limited in passenger capacity. And you cannot take more passengers than seats in the car.
In addition, we made some improvements and corrections:
  • added comparison of the characteristics of the current player’s car and a new car when buying;
  • added a new parameter of vehicle characteristics - passenger capacity;
  • a new type of tasks has been added - passenger transportation;
  • fixed the error when the player left the dialogue area with any open interface window, which led to irrevocably blocking the control;
  • fixed a bug where in the car market games suggested the player to see cars from empty spaces;
  • now the vibration of the gamepad is turned off when the player opens one of the windows of the interface and does not control the machine;
  • the chance of sunny weather is increased.
Nov 13, 2019
Pamp Quest - WoksOnStudios


PAMP! Hello there!

- NEW THINGS -
    FRIENDLY AI
  • Friendly AI have been completely reworked.
  • Bot Friends now have health and need repairing if health runs out.
  • Enemies now aim at and follow friendly AI.
  • PAMP Guardian can be fixed and recruited. (Rare)
  • Friendly AI now follow you to the next floor from the Exit (If they're not broken)
  • New textures for Drones.

OTHER THINGS

  • Fuel Cell shops.
  • Electrical Traps!
  • Hub has a few new additions.
  • The Player can now be stunned by electrical explosions (caused by defeating PAMP Guardians, blowing up Fuel Cells or active Traps)
  • New PAMP Guardian which fires homing stun bullets.
  • Lots of new rooms and corridors.
  • More uses for the Fuel Cells.
  • Ambient sounds slightly louder.
  • Health and Ammo shops now more expensive depending on how much you need it.

Nov 13, 2019
Play With Me: Escape Room - Airem
I'm working on a new update for Play with me.

Albion Online - iancurtismayfield
https://www.youtube.com/watch?v=fOYRjRICFEQ
A fearsome new presence has appeared in the Outlands: the Avalonians. This ancient order from Albion's past has returned to reclaim their land, using a mysterious energy drawn from deep in the earth. While their ultimate plan is unknown, it will have world-altering consequences for Albion.

The Avalonian forces stalking the Outlands are currently limited... but as the season proceeds, they are sure to increase not only in number, but also in variety. Prepare yourself for a battle that will alter the very foundations of the world of Albion.
Important Dates
November 13
Avalonian Mobs appear in the Outlands
November 16
Standalone Guild Season Start - Territories become claimable, Avalonian Mage World Bosses appear
December 7
Territory Reset Day #1
December 21
Territory Reset Day #2
January 4
Territory Reset Day #3, Scores Doubled
January 11
Territory Reset Day #4, GvGs End
January 13
Territory Reset Day #5
January 15
Territory Reset Day #6
January 16
Territory Reset Day #7
January 17
Territory Reset Day #8
January 19
End-of-Season Event
January 20
Season Ends
New Food, Better Tools, and a Unique Mount
The mysterious energy harvested by the Avalonians gives them near-divine powers. Defeat Avalonian mobs and world bosses to claim this energy for yourself, and then bring it to the Energy Manipulator in any of the Royal Cities to enhance various foods and tools or create an all-new mount. Avalonian foods combine meat-based stews and sandwiches with Avalonian Energy to add one additional stat that varies depending on the food. Avalonian tools give improved gathering yields for all resources, including fish. And finally, combine a Saddled Swamp Dragon with enough Avalonian Energy to produce the fearsome Avalonian Basilisk, a fast, strong mount with a powerful electric discharge spell that reduces enemies' attack and move speed.


Take Down Avalonian Mages for Season Points
This season, your guild will have a new way to earn season points: by taking down Avalonian Mage World Bosses. These mysterious members of the Avalonian order have harnessed energy into powerful beam attacks that deal massive damage. These bosses appear on the world map, and can be killed for Season Points starting with the beginning of the season on Saturday, November 16. (Recommended for groups of 10.)


Earn One-of-a-Kind Seasonal Rewards
A unique season deserves unique rewards. The higher your guild ranks, the better the rewards - check out what you can earn:
  • Crystal Rank: Avalonian Avatar + all following rewards
  • Gold Rank: Avalonian Avatar Ring + all following rewards
  • Silver Rank: Small Caerleon Realmgate Furniture Object + all following rewards
  • Bronze Rank: Outlands Map Carpet + all following rewards
  • Iron Rank: Pile of Tomes
Additionally, guilds that finish in first, second or third place overall will be immortalized in a one-off memorial statue in Caerleon. This statue will not be part of Conquerors' Hall, and will instead appear in a unique location of significance. And as always, the first-place season winner will have a crystal ornament added to their guild logo.

Read the full Patch 10 changelog here: https://albiononline.com/en/changelog/PERCIVAL%20PATCH%2010
...