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This update completely restructures Faction Warfare in Albion Online, making PvP on the Royal Continent dynamic and ever-present. The continent has been divided into Provinces, which act as theatres for large-scale battles that determine the course of Albion’s Faction conflict. New objectives offer players opportunities to compete for rewards, from Faction Camps and Chests for small-scale skirmishes, to large Faction Fortresses which can be the site of great Sieges that shape the tide of war. Faction Transports allow players to reach the frontlines rapidly, and new vanity rewards can be earned to display your dedication to your Faction.
Provinces
The Province system reshapes Faction Warfare gameplay, focusing the action into active conflict zones which shift and evolve over time. Factions strive to attack and take over rivals’ Provinces, with rewards and bonuses available for participating players. This generates a dynamic territorial system on the Royal Continent, as Factions engage in an ongoing struggle for dominance.
- A Province consists of multiple regions on the Royal Continent[/*]
- There are 20 Provinces in total [list]
- 15 non-lethal Provinces[/*]
- 5 lethal Provinces[/*]
- Faction Chests and Raided Camps can spawn (more on these below)[/*]
- Outposts can be captured by either attacking or defending Provinces [list]
- During the Bandit Assault, Outposts in those regions can be captured by any Faction, as before[/*]
Supplies
Supplies are a points system that applies to each Province in conflict. Attackers and defenders can generate them by the following means:
- Controlling Outposts [list]
- This generates Supplies for the controlling Faction over time[/*]
- This generates Supplies only for the first Faction who opens the chest[/*]
- This generates Supplies only for the first Faction who opens the chest[/*]
- Attacking Faction is victorious: [list]
- Supplies are no longer generated in that Province by any side[/*]
- A Fortress fight begins (see ‘Faction Fortresses’ below)[/*]
- The conflict ends in that Province[/*]
- The defending side declares an attack on a neighboring Province[/*]
Attacking a Province
A Province will begin an attack on a neighboring Province in the following cases:
- If an attack on a Faction Fortress has been successful, the victors will then begin to attack another Province[/*]
- If an attack on a Faction Fortress has failed, the defenders begin an attack on a neighboring Province[/*]
- If a Faction has too few active conflicts, they will begin a new attack [list]
- At any one time, a Faction should have two attacks on non-lethal Provinces, and one attack on a lethal Province[/*]
Cut-off Provinces
A Province is considered cut-off if it is not directly connected to its Royal City by friendly Provinces. In cut-off Provinces:
- No Fame, Silver, and loot bonuses are granted to the controlling Faction[/*]
- Faction Camps and Faction Chests do not appear[/*]
- There is no contest for Supplies[/*]
- Fortresses can be attacked at any time by a Faction which controls all regions within the Province, and an adjacent Province that is not cut-off[/*]
Faction Fortresses
Faction Fortresses are fortifications which stand within each Province, providing a climactic battle objective to a Province conflict, where attackers attempt to break in and seize control while the defenders fight to repel them.
- Each Faction Fortress is owned by a Faction[/*]
- The Faction which controls a Fortress also controls its Province[/*]
- If an attacking Faction wins the supply battle in a Province, they will begin a Siege on the Fortress[/*]
Sieges
Fortress battles take the form of a Siege, where the attacking Faction attempts to break through its defenses and seize control of the Fortress. Sieges are announced shortly before they begin, once an attacking Faction has been declared victorious in the Province conflict.
Before a Siege begins:
- All players who do not belong to the defending Faction are removed from the Fortress[/*]
- The Fortress gates are closed[/*]
- Guards man the Fortress[/*]
- Members of an attacking Faction can attempt to destroy its walls and gates using Siege Hammers[/*]
- Members of a defending Faction can repair its walls and gates using Siege Hammers[/*]
- A ring around the tower displays the progress of this capture[/*]
- A capture will only progress when every player within the tower belongs to the attacking Faction[/*]
- When this process begins for the first time, a number of Guards appear in a Last Stand against capture [list]
- These must all be killed before the Fortress can be captured[/*]
In cut-off Provinces there is no Last Stand during an attack.
Weapons Caches
During a Siege, Weapons Caches can appear close to the Fortress. These are initially locked. When they appear, all players in the area are notified that a Weapons Cache is nearby. After a short time, they are unlocked and can be captured by players of any Faction.
- If the defenders capture a Weapons Cache, they receive a boost to their Fortress Defense Progress[/*]
- If the attackers capture a Weapons Cache, the defenders lose some Fortress Defense Progress[/*]
- The Faction which captures the Weapons Cache also receives a stacking buff to their damage and defense [list]
- This buff applies to all players of that Faction in the Fortress region until completion of the Fortress fight[/*]
Faction Chests
Faction Chests are new objectives which can spawn in any Province that is in conflict.
- Faction Chests exist in different rarity levels[/*]
- Only Faction-flagged players can open them[/*]
- Loot is divided amongst all players of the same Faction within a certain radius, even if they are not in the same Party[/*]
- When not actively being looted by one Faction, members of an opposing Faction can also loot the chest[/*]
- After a period, the chest can be looted by anyone, regardless of Faction status[/*]
Faction Camps
Faction Camps are Faction supply camps that have been overrun and looted by opportunistic bandits. Faction-flagged players can expel these bandits to earn loot for themselves and Supplies for their Faction.
- Faction Camps can appear in any Province that is in conflict[/*]
- They appear in two sizes: [list]
- Small Camps for solo players and small groups[/*]
- Medium Camps for medium-sized groups[/*]
- This chest functions in the same way as Faction Chests[/*]
Faction Transports
Faction Transports offer players a way of getting into Faction Warfare action quickly from the Royal Cities.
Faction Transports can be found:
- In each Royal City, close to the Faction Leader[/*]
- In Yellow Zone Faction Fortresses[/*]
- A Province that is in conflict[/*]
- An open party currently in a Province that is in conflict [list]
- If a Faction flagged Party leader selects the option to "Open Party for Faction Warfare", their Party can appear as a Faction Transport destination[/*]
Using a Faction Transport requires a Silver fee, which is calculated based on the items a player is carrying and the distance to their chosen destination.
Faction Warfare Mounts
To revitalize Faction Warfare rewards and give Faction Mounts a more defined role among their peers, they’ve received new passive abilities. These abilities are available on both Saddled (Tier 5) and Elite (Tier 8) Faction Mounts.
- Saddled Moabird/Elite Terrorbird [list]
- Injured Escape: Activates when you take damage, increasing your move speed by 100% for 1.5s [list]
- Cooldown: 20s[/*]
- Charged Gallop: After 4 seconds of gallop, increases gallop move speed by 15%[/*]
- Camouflage: Activates when you take damage, turning you invisible for 2s [list]
- Cooldown: 45s[/*]
- Winter Lord: Gain Winter Lord Charges each time you take damage; once you have 10 Charges, you become immune to crowd control for 4s [list]
- Cooldown: 90s[/*]
- Boar Sprint: Activates when mounting up, increasing your move speed by 30% for 2s [list]
- Cooldown: 60s[/*]
- Feral Intimidation: Activates when you dismount, reducing the resistances of mobs in a 15m radius around you [list]
- Cooldown: 30s[/*]
Other Faction Warfare Changes
- Faction Points can be earned from the new Faction Warfare features [list]
- Faction Points generated from controlling regions and Outposts have been rebalanced to fit with the new Province system[/*]
- Faction Point to Faction Standing ratios have been adjusted to account for the new sources of Faction Points and keep higher Faction ranks prestigious[/*]
- Existing Faction Warfare missions have also been reorganized[/*]
- As a result, repair costs are 30% lower[/*]
- These are turned off by default to not impact the gameplay experience of non-Faction Warfare players, and to collect more feedback about this feature. We encourage players to opt-in to this feature and leave feedback for us on our official forums![/*]
New Faction Vanity Items
A brand-new vanity set, the Faction Legionnaire, is available from the Faction Commander in each Royal City, along with brand-new Avatars and Avatar Rings. These items proudly display your Faction’s colors, allowing you to show off your allegiance, and this changes when you enlist with a new Faction. These new vanity items are available to purchase with Faction Points once you have attained the necessary rank.
Season 28 Winner Statues Unveiled
The statues to honor the winners of Season 28 are now viewable in each servers’ Conqueror’s Hall. Congratulations go out to PIVAS, Sunset, and Woof Woof!
New Player Experience
The early-game experience has been improved with additional content and guidance for new players:
- A new cinematic now plays after the tutorial, accompanying players on their voyage to the Royal Continent and showcasing the adventures that await[/*]
- Players can now sell all obtainable items during the tutorial at the Marketplace in the Cove, except Soups and Mules[/*]
- Added new tutorial hints[/*]
UI Changes
- Marketplace UI ‘Sell’ tab now displays the estimated sell value after repairs of damaged items[/*]
- Default minimap zoom in cities for fresh accounts is now 10%[/*]
- Exit icons on region maps are now clickable, opening the map of the connected region[/*]
- Double-clicking the region map now pings that location [list]
- CTRL+ click pings to attack[/*]
- Shift + click pings to defend[/*]
Changes
New Crossbow Spell
Crossbows have a new W spell, Explosive Salvo, to improve early-game PvE and provide more options for Crossbow players across content types.
- Explosive Salvo [list]
- Launch a salvo of explosive bolts at the targeted position, dealing 135 damage in a 4.5m radius[/*]
- Creates corrosive fumes for 3.5s, decreasing enemies damage resistances by 0.14[/*]
- Cooldown: 12s[/*]
- Range: 11m[/*]
- Hit delay: 0.25s (+ projectile time)[/*]
- Stand time: 0.5s[/*]
- Always unlocked: Auto Fire, Explosive Bolt, Explosive Salvo[/*]
- Level 6: Sunder Shot[/*]
- Level 15: Caltrops[/*]
- Level 40: Knockback Shot[/*]
- Level 70: Noise Eraser[/*]
Item Categorization Changes
Updated Marketplace and Bank item categories:
- Capes and Bags are now separate top-level categories[/*]
- Gathering gear category names now match their corresponding item names: [list]
- Armor → Garbs[/*]
- Head → Caps[/*]
- Shoes → Workboots[/*]
- Accessories → Backpacks[/*]
New Furniture Items
- All furniture items from the Showroom Island are now available to purchase for Player Islands[/*]
Other Changes
- Doubled Adventurer’s Challenge points for gathering to better align with the PvE rate[/*]
- Tomes of Insight can now be combined into higher tiers at the Artifact Foundry [list]
- This process is irreversible[/*]
- Players must now select a Category and Subcategory when submitting a report[/*]
- This is now enabled by default for all players[/*]
Combat Balance Changes
Arcane Staffs
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Astral Staff have had their Resilience Penetration reduced to align with most melee weapons.
- Starfall (Astral Staff) [list]
- Resilience Penetration while channeling: 30% → 20%[/*]
Axes
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Relentless Assault’s dash stand time has been reduced for a smoother combat feel. However, as it was already performing too well with some group PvE builds, it now deals reduced damage against mobs.
- Relentless Assault (Crystal Reaper) [list]
- Dash end stand time: 0.3s → 0.25s[/*]
- Damage to mobs: 105 → 95[/*]
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Greataxe has regained its bonus movement speed during the channel, but this effect now only applies while actively hitting enemies.
- Whirlwind (Greataxe) [list]
- Added 20% bonus move speed for 0.75s on hit[/*]
Bows
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As Wailing Bow’s solo PvE performance was weaker than comparable weapons, it now deals its maximum player damage to any mob hit. Hitting mobs will still escalate player damage values.
- Demon Arrow (Wailing Bow) [list]
- Now always deals 391 damage to mobs[/*]
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Bow of Badon has overperformed from solo PvP to ZvZ engagements, maintaining a consistently high presence across content types. To promote build diversity, its damage per tick has been reduced slightly.
- Raging Storm (Bow of Badon) [list]
- Damage per tick: 24.20 → 23[/*]
Crossbows
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Vicious Barrage has been a strong offensive option, but now has an added defense bonus while channeling to improve survivability, making it more reliable as a sustained damage tool.
- Vicious Barrage (Siegebow) [list]
- Added 33.333% defense vs players while channeling[/*]
- Added 33.333% defense vs mobs while channeling[/*]
Cursed Staffs
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Cursed Beam has had its damage increased when consuming stacks, as the cost of doing so previously limited its use across different types of content.
- Cursed Beam (all Cursed Staffs) [list]
- Damage per tick with 1+ stacks: 68 → 72[/*]
Daggers
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Chain Slash’s ability to chain to a fourth target has been removed to improve its reliability, while the damage it deals to the second and third targets has been increased. While this reduces total potential damage, the significant increase to the third target’s burst damage should help dagger players enable kills in group fights.
- Chain Slash (all Daggers) [list]
- 2nd target damage: 125 → 140[/*]
- 3rd target damage: 140 → 200[/*]
- Removed 4th chain hit[/*]
Maces
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Dreadstorm Monarch’s casts have been sped up slightly to improve smoothness.
- Eye of the Storm (Dreadstorm Monarch) [list]
- Stand time per cast reduced by 0.1s[/*]
- Hit delay: 0.3s → 0.25s[/*]
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Ground Shaker has traded some of its crowd control for increased damage, improving its effectiveness for PvE and bruiser playstyles.
- Ground Shaker (all Maces) [list]
- Knock-up duration: 0.6s → 0.4s[/*]
- Damage: 200 → 219[/*]
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Guard Rune has been too powerful as an all-in-one defensive option in large-group content. Its resistance increase has been reduced, but it retains its strong CC immunity.
- Guard Rune (all Maces) [list]
- Resistance increase: 0.225 → 0.2[/*]
Quarterstaffs
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With Cartwheel no longer granting a movement speed bonus when hit, its resistance increase has been raised to better position Quarterstaffs as group-scale tanks in PvP.
- Cartwheel (all Quaterstaffs) [list]
- Resistance increase: 0.1 → 0.2[/*]
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Whirling Strikes has had its stacking cooldown refund mechanic removed to improve its consistency in PvP.
- Whirling Strikes (all Quarterstaffs) [list]
- Damage per tick: 38 → 40[/*]
- Cooldown: 4s → 3s[/*]
- Removed cooldown refund based on stacks[/*]
Shapeshifter Staffs
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Lightcaller has emerged as a powerhouse in the Mists. To reduce its mobility potential, the movement speed bonus from its Airborne passive is now removed after transforming. Lightcaller players must now choose between remaining in the fragile Dawnbird Transformation with elevated speed, or returning to human form to regain their armor bonuses.
- Airborne (Lightcaller) [list]
- Movespeed bonus is now removed when transforming back to human form[/*]
Spears
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Cripple’s attack speed reduction has been replaced with a reduction to all damage types, making it a more effective counter to movement speed buffs and a wider range of opponents.
- Cripple (all Spears) [list]
- Changed debuff type: attack speed reduction → decrease all damage[/*]
Swords
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Claymore’s Charge has had its range increased and stand time reduced to help it perform better in the current combat environment.
- Charge (Claymore) [list]
- Cast range: 11m → 13m[/*]
- Dash end stand time: 0.8s → 0.5s[/*]
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Hamstring has received a significant power increase to make it a more viable soft-CC option with additional mobility potential.
- Hamstring (all Swords) [list]
- 1st cast damage: 78 → 86[/*]
- 1st cast cooldown: 8s → 6s[/*]
- 2nd cast max dash range: 7m → 8m[/*]
- 2nd cast cooldown: 8s → 10s[/*]
- 2nd cast no longer requires or consumes an Heroic Charge[/*]
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To provide a small grace window and make it easier to maintain a consistent movement speed buff without having to cast Heroic Strike on cooldown, its buff duration has been increased slightly.
- Heroic Strike (all Swords) [list]
- Movespeed buff duration: 3s → 3.5s[/*]
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Infinity Blade’s Reach Limits, being an uninterruptible channel, had allowed players to ignore all crowd control and reach enemy backlines with bonus movement speed and damage. It can now be interrupted, but if that happens, Limitbreaker is still available.
- Limitbreaker (Infinity Blade) [list]
- Channel can now be interrupted[/*]
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Splitting Slash has had its root duration increased to better define it as a supportive crowd control option in group fights, and as a tool to control spacing in 1v1 combat.
- Splitting Slash (all Swords) [list]
- Root duration: 1s → 1.25s[/*]
Helmets
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Soldier Helmet’s cooldown has been increased to reduce the uptime of this powerful defensive option.
- Block (Soldier Helmet) [list]
- Cooldown: 30s → 40s[/*]
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Hush has been reworked into a dodgable spell to make it more effective in group fights, give opponents a better chance to react, and offer users more interactive gameplay.
- Hush (Demon Helmet) [list]
- Is now a ground-targeted spell[/*]
- Range: auto-attack based → 11m[/*]
- Radius: 4m[/*]
- Hit delay: 1s → 0.45s[/*]
- Silence duration: 4.86s → 3.3s[/*]
- Cooldown: 40s → 30s[/*]
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If Ice Block is activated late and at low health, healers will no longer be able to save the user.
- Ice Block (Cleric Cowl) [list]
- Cannot receive healing while channeling[/*]
Armors
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Dynamic Defense now grants significantly higher resistances against its respective damage types, making it a more robust defensive option in ideal scenarios.
- Dynamic Defense (Jacket of Tenacity) [list]
- Resistance increase: 0.5 → 0.8[/*]
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Mist Cloud’s full immunity has proven very powerful, with limited counterplay. To reduce its ability to disengage safely or engage without interaction, its self-slow has been increased.
- Mist Cloud (Mistwalker Jacket) [list]
- Self-slow strength: 20% → 30%[/*]
Shoes
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Frost Walk no longer interacts with slow-effect diminishing returns, clarifying and simplifying its gameplay rules: on the frost path, you’re slowed; off the frost path, you’re not.
- Frost Walk (Druid Sandals) [list]
- Always slows for full value while in the area[/*]
- Slow is removed when leaving the area[/*]
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Hover has been the go-to choice for solo players in the Depths, allowing them to kite and escape most teams with ease. Its movement speed has been reduced to give opponents a better chance to catch up.
- Hover (Sandals of Purity) [list]
- Movement speed: 60% → 50%[/*]
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The previous Swift Cut changes successfully enabled all-in builds in small-scale content. Now that the ability is more consistent, additional counterplay has been introduced: opponents can interrupt the dash to prevent damage, or even disjoint it with a well-timed blink.
- Swift Cut (Assassin Shoes) [list]
- Interrupting the dash now prevents damage[/*]
Capes
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Martlock Cape has largely been replaced by Smuggler’s Cape as the preferred defensive option. To make Martlock Cape more appealing, its reliability has been increased significantly.
- Shield of Protection (Martlock Cape) [list]
- Defense buff is no longer purgeable[/*]
- Base cooldown: 225s → 245s[/*]
- Cooldown reduction per 100 Item Power: 5s → 8s [list]
- Cooldown at 700 IP: 190s → 189s[/*]
- Cooldown at 1600 IP: 145s → 117s[/*]
Mounts
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In addition to their new passive abilities (see Faction Warfare Mounts section above), Faction Mounts have had several spells adjusted to make them more impactful and practical in gameplay. Fearless Rush has received a slight nerf to bring it more in line with the other mount abilities.
- Zig (Elite Terrorbird) [list]
- Now starts galloping after use[/*]
- Now stuns after five Winter Lord Charges, instead of rooting[/*]
- Range: 16m → 12m[/*]
- Defense vs mobs: 5.66% → 33.333%[/*]
- Defense vs players: 10.714% → 33.333%[/*]
- Cooldown: 30s → 20s[/*]
- Crowd control immunity duration: 2s → 3s[/*]
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Wild Boars have had their base movement speed slightly reduced to lower their top gallop speed and make them less of an all-round ideal choice, while still benefiting greatly from their new passive ability.
- Saddled Wild Boar/Elite Wild Boar [list]
- Base move speed: 60% → 55%[/*]
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The carry weight of Salamander mounts has been increased, making them a more competitive option compared to other gathering mounts.
- Saddled Swamp Salamander [list]
- Carry weight: 195kg → 391kg[/*]
- Carry weight: 396kg → 791kg[/*]
Knightfall Abbey
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Players have continued to strongly favor the Blessing of Compassion buff, so to promote other Blessings, its healing has been reduced at all stack counts.
- Blessing of Compassion [list]
- 4% less health recovered instantly at all stack counts[/*]
- 1 stack: 10% → 5% (total heal: 15% → 10%)[/*]
- 15 stacks: 24% → 19% (total heal: 32.5% → 27.5%)[/*]
Resilience Penetration
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Melee weapons continue to be the preferred choice for many zerg main forces. To further level the playing field between melee and ranged combat, all melee weapons (including melee transformations) have had their Resilience Penetration reduced by 10%, except for Battle Bracers, which have been reduced by 15%. These reductions are partially offset by the Resilience adjustment listed below.
- Broadsword [list]
- 40% → 30%[/*]
- 40% → 30%[/*]
- 35% → 25%[/*]
- 15% → 5%[/*]
- 35% → 25%[/*]
- 30% → 20%[/*]
- 30% → 20%[/*]
- 25% → 15%[/*]
- 30% → 20%[/*]
- 30% → 20%[/*]
- 25% → 15%[/*]
- 25% → 15%[/*]
- 25% → 15%[/*]
- 30% → 20%[/*]
- 25% → 15%[/*]
- 25% → 15%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 30% → 20%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 35% → 25%[/*]
- 35% → 20%[/*]
- 20% → 10%[/*]
- 30% → 20%[/*]
- 20% → 10%[/*]
- 30% → 20%[/*]
- 30% → 20%[/*]
- 30% → 20%[/*]
- 35% → 25%[/*]
- 40% → 30%[/*]
- 40% → 30%[/*]
- 20% → 10%[/*]
- 15% → 5%[/*]
- 35% → 25%[/*]
- 35% → 25%[/*]
- 15% → 5%[/*]
- 50% → 40%[/*]
- 50% → 40%[/*]
- 50% → 40%[/*]
- 50% → 40%[/*]
- 35% → 25%[/*]
- 50% → 40%[/*]
- 35% → 25%[/*]
- 30% → 20%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
- 50% → 40%[/*]
- 20% → 10%[/*]
- 30% → 20%[/*]
- 20% → 10%[/*]
- 20% → 10%[/*]
Resilience
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Resilience is a mechanic designed to limit the effectiveness of multiple opponents focusing on a single target. In large-scale ZvZ combat, melee weapons have been dominant, partly due to their high Resilience Penetration, serving as the primary damage dealers in most zergs. To address this, alongside the general reductions to Resilience Penetration above, the overall strength of Resilience has been reduced slightly. This makes ranged weapons more effective and partially offsets the impact of the melee reductions.
- Players (unmounted) now experience slightly lower Resilience starting from 5 or more attackers. As a result, melee weapons are less affected by the Resilience Penetration reductions, while ranged weapons gain improved performance against targets with 5+ stacks of Resilience. Example comparisons: [list]
- Against targets with 7 attackers’ worth of Resilience: ranged weapons deal 6.4% more damage, and melee weapons (on average) 4.6% less[/*]
- Against targets with 12 attackers’ worth of Resilience: ranged weapons deal 18.8% more damage, and melee weapons (on average) 2.8% less[/*]
Miscellaneous
- Slowing Charge (all Hammers): No longer interrupts movement input[/*]
Fixes
Spell Fixes
- Gale Dance (all Quarterstaffs): Fixed inaccurate spell indicator[/*]
- Flaming Phoenix (Dawnsong): Fixed issue where the area VFX did not match the spell effect’s duration[/*]
- Groundbreaker (Polehammer): Fixed incorrect range values shown in the ability description and tooltip[/*]
- Shrinking Curse (Incubus Mace): Fixed incorrect tags displayed in the ability description[/*]
- Tectonic Shift (Earthrune Staff): Fixed issue where the ability could move in the player’s facing direction instead of the cursor’s aim when crowd-controlled[/*]
- Block (Soldier Helmet): Fixed issue where the ability was interruptible in the first 0.25s of the channel[/*]
UI Fixes
- Fixed issue where node icons on the Destiny Board could display incorrectly when hovered over with a controller[/*]
- Fixed issue where trade invitations would still appear when Hide HUD and GUI mode was enabled [list]
- Invitations are now automatically declined in this mode[/*]
Other Fixes
- Fixed issue where Faction-flagged players would not see members of their own Faction as friendly in unrestricted PvP zones[/*]
- Fixed issue where crafting a Hideout Construction Kit would not contribute progress to Tinker Journals[/*]
- Fixed issue where furniture could not be placed near the Travel Planner on Brecilien islands[/*]
- Fixed issue where chopping certain fish at the Butcher was faster than intended[/*]
- Fixed issue where Fisherman Skills on T8 Fisherman Garb had a delayed activation[/*]
- Various additional graphical, animation, terrain, audio, UI, and localization fixes[/*]
