Following on from Warlocks Entanglement and Warlocks Quarry, is the mystical realm of "Warlocks Deeds," the boundaries of magic and technology blur, allowing warlocks to traverse to different dimensions where advanced technologies exist. Through ancient portals your character can embark on extraordinary journeys to explore realms where science and technology thrive.
The world of Albion is made up of four different zone types – blue, yellow, red, and black – each with different PvP rules and consequent effects on your reputation. Losing fights in different zones has varying consequences, which we will explore below.
Flagging for Combat
Flagging signals to other players that you are looking for a fight. In yellow and red zones, flagging allows a player to attack unflagged players. To be clear, a flagged player can always be attacked by anyone in yellow and red zones. This means both flagged and unflagged players can attack a flagged player. Flag at your own risk!
Yellow and red zones have different consequences for losing a fight, and possible rewards for winning.
In a yellow zone, a player who drops to zero HP can only be knocked down, not killed. If this happens to you, your equipped items lose 5% durability. A little bit of Silver will also drop next to your body. However, no gold or silver is ever lost from your inventory - the Silver that drops on knockdown / death is generated by the system based on the value of your equipment that lost durability.
Red zones are much less forgiving. When your HP is reduced to zero by a player in a red zone, you die. All your items drop on death, and you respawn with no equipment at either your pre-set Home, or your last visited city. Some of the items you were carrying will trash, while others will lose durability but be lootable by whoever can pick them up.
The same death rules apply in black zones (also known as the Outlands). However, players do not need to be flagged in black zones - PvP is always turned on! You will be able to attack or be attacked by anyone not in your guild, alliance or party.
Consequences of Attacking Unflagged Players
So, what’s stopping bandits from running wild in the Royal Zones? Reputation. In short, flagged players who attack unflagged players lose reputation. Lose too much reputation, and you get kicked out of lower zone types, or out of the Royal Continent entirely until your reputation recovers!
How to Flag for PvP
At the top left of the screen, to the right of your name, is a small blue shield. To flag, simply click on this shield.
Once you click this button, you must remain still for 15 seconds. During this time, you charge up a bar. When it’s full, you’re flagged! This lets other players around you know you’re flagging. Likewise, if a player near you is doing this, beware: they are preparing to attack!
Faction Warfare
Faction Warfare involves a special kind of flagging: faction flagging. While faction flagged, you gain faction points for gathering, killing creatures, or claiming outposts. These increased bonuses are offset by the fact that people flagged under a different city’s faction can attack you.
To faction-flag, you must find the Faction Enlistment Agent in any of the Royal Cities (Martlock, Lymhurst, Fort Sterling, Bridgewatch, Thetford, or Caerleon).
Zerg Markers
Now that you know how to flag for combat, let’s talk about zergs. Zergs are larger groups of players, ranging from 10 all the way to the hundreds! Zergs often roam the Outlands and Royal Continent hunting for players to fight.
Luckily, Albion Online has a useful system to mark Zergs on the minimap so you can see them coming. Red zerg markers start appearing on the map when 11 or more players travel closely together. In the Roads of Avalon, these zerg markers start appearing at 8 players. The more players there are traveling together, the larger the circle on the map!
Unrestricted PvP Subzones
Some parts of the world, such as Treasure Sites, are unrestricted PvP subzones. In these areas of the world, players who enter are automatically flagged for PvP and can freely fight anyone else in the subzone, unless they are currently flagged for the same Faction (Caerleon excluded). These areas are clearly marked by a glowing yellow circle on the ground. Cross the border at your own risk. Dropping to zero HP inside these areas due to PvP follows the zone rules: knockdown in yellow zones, death in red zones. Fighting inside PvP subzones does not affect reputation, as all players inside the subzone are flagged.
Oops, here comes the new update 1.00.16. Oh, coffins are getting pricier!
What's new:
☢️ Added the 'Metro' level, leading to the bunker. ☢️ Added the 'Object X' level. ☢️ Two game endings have been added. ☢️ Added the ability to view descriptions and characteristics of most items. You can activate this function by pressing the 'B' button on any controller. ☢️ A new anomaly called 'Bubble' has been added. ☢️ A new anomaly called 'Electro' has been added.
Changes and fixes:
🔸 The physics of the soldiers' corpses have been reworked - now they no longer block the way. 🔸 Sounds on levels have been optimized and adjusted. 🔸 Fixed an issue with 'Leshy', who could occasionally become immortal. 🔸 The size of the gas mask in the belt slot has been adjusted. 🔸 Performance optimization on some levels. 🔸 Minor fixes and improvements on almost all levels. 🔸 You can no longer earn the "Madman" achievement.
Remember, Stalkers: The Zone is constantly changing, and each of your trips into it is a new challenge. Be careful and cautious. Good luck! There's a lot more to look forward to!
Hello all! A few updates to the game has been added
- Turkish translation is now available in the Options menu.
- Some improvements to the Italian translation have been made.
- There is now a Sync Steam Achievements button in the Options menu, this will sync your achievements with Steam in case you previously unlocked them in a non-Steam version of the game.
Upcoming translations are French and Spanish (Latin America).
- Fixed melon/watermelon growth speed was not correct - Fixed an issue with incorrect growth speed for fertilised crops. - Fixed an issue that the game crash at loading after the player did serveral action in tutorial mode
- Fixed melon/watermelon growth speed was not correct - Fixed an issue with incorrect growth speed for fertilised crops. - Fixed an issue that the game crash at loading after the player did serveral action in tutorial mode
v1.2 is here. It comes with four special levels that feature an endlessly expandable map.
The four versions of the endless map correspond to the number of open doors of the temple. But each one of them has a different flavour.
Endless 1 The one door version is like a normal level, only the map keeps expanding infinitely
Endless 2 The two door version comes with zero gold drops. You have to mine all the gold you will need to survive till eternity
Endless 3 The three door version also has zero gold drops. It also has no boons. All the towers are awarded at the start, except Quarry and Mender. That means you cannot repair the temple. You have to rely on the starting health of the Temple to be able to survive forever.
Endless 4 The four door version is not as mean as Endless 3 ːsteamhappyː. You do have Quarry and Mender to repair the Temple. But wait, you don't get Quagmire. And yes one more thing. The expansion of the map is in the hands of Fortuna. At the start of every wave, Fortuna plays a Gate Roulette and picks a single gate that you can push forward.
You can earn faith for each wave you survive in the endless mode. In addition, you get to play the minigame of surplus currencies to earn more faith (even if the Temple falls). So the time spent playing the endless levels can also contribute to your progression.
If you need more motivation here are four new Steam achievements for endless play.
Hope you will enjoy the new content.
Here is a list of other fixes/enhancements besides the endless feature
Added tooltips to currency icons and Craft button that explain how they can be obtained or unlocked
The game can now run in the background. This will be a useful feature, especially with the endless mode. If you are certain that your defense will hold, you can switch out of the game to another window and multitask. The music will inform you when the wave has ended.
The epic victory screen - which you get on winning a replay of a level and awards you toil and inspiration - now shows balances of these currencies. That way you know which one you are lacking before you choose.
Fixed inconsistencies in the enemy descriptions shown in the level details
Dear friends, we have a lot of news related to Esports History and we want to share them. To follow the development, join our Discord, where we publish news and content about the game.
Mini-game development All last year we have been developing a deep RTS mini game, and the most difficult task in development was AI, soon we will be able to show you the results of our work on open playtests.
RTS mini-game In the new RTS mini-game there will be several game modes, automatic mode which will be similar to what you saw in the demo, but with deeper gameplay, and manual mode in which you will have full control over the game. The new mini-game will contain multiple unit types, a hero that uses abilities, and more.
FPS mini-game FPS mini-game will be turn-based, and will also have manual and auto mode. Gameplay will be divided into an active part and a part with the preparation of equipment before the round.
Kickstarter campaign We are now preparing for our crowdfunding campaign on Kickstarter, and are working on a new trailer for the game that will show the progress of Esports History's development.
Esports History Publisher Now we have partnered with Neverland Entertainment who will help us in publishing Esports History, which will take us to the next level. We are very happy that such an experienced publisher has decided to support the success of Esports History!