
Adjustments to Faction Warfare travel costs, siege scheduling, and supply generation, alongside various UI and controller bug fixes.
▲Buffs8
- Faction Travel
- Resolved an issue where carrying high-value items during faction travel was significantly more expensive than intended.
- Traveling from a city to an adjacent non-lethal Province is now free, removing the cost to move directly outside a city.Paid→Free gold
- Faction Warfare
- Increased the supply generation bonus for trailing factions from 50% to 75%.50%→75% %
- The supply generation bonus now activates when a Faction is more than 30% behind another, down from 75%.75% behind→30% behind %
- Controller / Mobile
- Fixed a controller issue where players could only target the closest ally with spells, enabling proper healing.Enemies only→Allies/Enemies
- Fixed an issue where controller target cycling would only select enemies.Enemies only→Mixed
- Fixed a mobile issue where virtual controller users could not resume attacking Fortress walls after being interrupted.Interrupted→Resumable
- Fixed the 'Send Ping At Your Current Position' action to correctly accept controller keybindings.Broken→Working
✚Bug fixes4
- Faction WarfareFixed an issue where players could use Faction Transports to travel directly to friendly Outposts in lethal Provinces.
- General Systems
- Fixed an issue where party loot distribution settings were not applying to most chests.Inconsistent→Consistent
- Fixed the /report command to function correctly.Broken→Working
- Fixed a crash that occurred in the Party Finder when listing existing parties.Crashing→Stable
◆Other changes4
- Faction TravelTravel distances are now calculated by Provinces instead of Regions to ensure fairer cost distribution across Factions.Regions→Provinces
- Faction Warfare
- Added three additional Siege Times across Asia, Americas, and Europe servers to provide more scheduling options.→Added
- The Pre-Siege period has been reduced to 10 minutes.→10m m
- Faction Camp respawn times are now slightly randomized to make active camp availability less predictable.Fixed→Randomized
subjects affected (4)
tap to see balance history
Patch history
- Changelog: Dragonfire UpdateAug 31, 2026 · 12h
Dragonfire Update adds Ancient Lands, Dragon Sanctuary raid, new Draconic rewards, crafting changes, and UI/UX improvements across Albion Online.
+11−1→ - Changelog: Radiant Wilds Patch 3Jun 29, 2026 · 2mo
The Radiant Wilds Patch 3 focuses on revitalizing the Mists with better rewards and easier PvE, introducing a comprehensive Navigation System, and implementing combat balance changes across various weapon lines.
+15−9→ - Changelog: Radiant Wilds Patch 2May 26, 2026 · 3mo
Radiant Wilds Patch 2 focuses on controller and Armory polish, alongside significant combat balance adjustments for various staves, axes, and armor pieces to refine PvP and PvE dynamics.
+12−11→ - Changelog: Radiant Wilds Patch 1May 4, 2026 · 3mo
Radiant Wilds Patch 1 focuses on 1v1 Arena balancing, reducing healing and adjusting various weapon stats, alongside significant controller and mobile QoL improvements.
+5−13→ - Changelog: Radiant Wilds UpdateApr 13, 2026 · 4mo
The Radiant Wilds Update introduces a massive visual overhaul, a new Armory build system, 1v1 Ranked Arenas, and significant combat balancing across various weapon lines.
+12−10→ - Changelog: Realm Divided Patch 5Mar 11, 2026 · 5mo
Realm Divided Patch 5 introduces off-season progression for Conqueror's Challenge, significant nerfs to Avalonian bosses, and a wide array of combat balance adjustments across weapons and mounts.
+32−14→ - Changelog: Realm Divided Part IIFeb 23, 2026 · 6mo
The Realm Divided Part II update introduces Faction Battle Standards, a complete overhaul of the Bandit Assault event, and various combat balance adjustments across weapons and armor.
+19−7→ - Changelog: Realm Divided Patch 3Jan 26, 2026 · 7mo
Balance changes ahead of the next Guild Season, featuring combat adjustments for various staves and weapons, Faction Warfare supply tuning, and anti-exploit measures for Avalonian Dungeons.
+18−8→
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