









Aion 2 Performance-focused Clarity optimizations
Source: https://www.nexusmods.com/aion2/mods/3
(engine.ini is not a part of verifiable and/or internal game files)
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Source: https://www.nexusmods.com/aion2/mods/3
(engine.ini is not a part of verifiable and/or internal game files)
edit:
- Per-Class Concept Enhancement
Larger reworks are coming to make each class feel more distinct. Rather than banning macros, the team is changing skill mechanics so timing matters more. A phased, class-by-class rollout begins Aug 26.
The goal is to move away from spamming a single skill toward pressing several skills at the right times — changing the "feel of control," especially to differentiate classes of similar archetypes.
- Minimum Skill-Cancel Time
To reduce the skill-combo/cancel-timing and DPS differences caused by the game environment, a minimum cancel time is applied to all skills.
A major change the team has deliberated on at length; after continued review they've decided to move forward, and it's now in development and testing.
- More news
Warning: Spoilers ahead.
A tenth playable class, the Slayer. Its first skill arrived complete with impact, critical and follow-up effects, a projectile, a shadow trail, a glide ability, and a weapon type no existing class uses.
EU - NA Launch Scale Test
NC will conduct a Launch Scale Test to prepare for the global launch of AION 2.
Everyone will be able to download and play the game early, while helping to stress test the game servers.
Pre-download for the Launch Scale Test will open on September 16th.
The game will be playable from the 17th through the 19th.
Can't link the source here as it triggers the moderation bot. Koreans are behind this leak as far as we know
This is most likely true since the most popular post/thread under the #game-suggestions channel of Aion 2 Global official discord has been forwarded to the development team by NC America's community managers.
For those who don't know what is this, it's just like the currency exchanges in GW2 and WoW.
Throne and Liberty is still among Steam's top 100 best sellers,.... I see that many of us are really into this game, and that's the fun part..
Throne and Liberty 2nd full scale expansion arrives tomorrow doubling the amount of content and in-game world size alongside a rework to core systems and the introduction of over 60 new skills expanding the combat beyond imagination.
Content Milestones are set to go beyond the expansion update and roadmaps still don't reveal everything planned to take place in the Frozen Divide of Nix.
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The expansion update finally hit Korea yesterday and confirmed the removal of RNG gear stats and the RNG system grind required to customize item stats.
Changes to core systems are the biggest improvements coming to the game. No single article can cover everything in detail. But the 2 big changes to gear progression already posted here before.
A ''soft reset'' to progression is seemingly taking place after the new system and all the changes so far are set to make Throne & Liberty the most new-player friendly Korean MMO with little to no gaps between players as Producer Park Geon-su has intended and highlighted during the official update preview.
- New main source for farming Lucent is not weekly/time gated anymore. Selling Trait enhancement stones on the Auction House now uses ''Refining Catalyst'' which can be farmed in various content like weekly Raids and daily Dungeons.
- New Trait system lets you unlock all Heroic Traits and enchant them by completing Raids. All gear Traits including normal and ''Unique'' 4th Heroic Traits can no longer be unlocked from the Auction House but can only be enhanced.
^(There's no way to sell Unlockstones yet but they are in the) ^(game)^(. Maybe not for global version?)
Playing 1 Raid Boss now provides you the following:
Crafting 1 Heroic Trait Enchantment Stone requires:
Crafting 1 Heroic Trait Unlockstone Stone requires:
Official: https://www.playthroneandliberty.com/en-us/news/articles/the-frozen-divide-nix-reveal
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''Until now, TL has operated with sub-tiers within the same grade, like Heroic Tier 1, Tier 2, and so on. But as new grades were added, growth costs kept increasing, and lower-tier items lost their value too quickly. For new Adventurers especially, the gap with existing Adventurers may have felt like a huge barrier.
We decided to fundamentally restructure the entire system to solve this problem. The biggest change is the introduction of "Item Grade Consolidation" and the "Item Level System".
We're eliminating the complex tier distinctions, consolidating grades into simpler categories, and instead assigned an "Item Level" that represents equipment's true power.
Let me show you an example.''
''As you can see in the image, items are now expressed with Item Levels, not enchantment grades.
Now you can tell at a glance that the higher the number, the more powerful the equipment, without complex calculations.
With this level system, TL's growth structure shifts entirely from "enchantment" to "acquisition".
To solve the problem where enchantment costs and stress outweighed the joy of obtaining gear, equipment can now be used immediately in combat the moment you acquire it, with no complex processes needed.''
So how do you obtain higher-level equipment?
''As your character grows and you play consistently, the level of equipment you acquire naturally rises. The higher the maximum level of equipment I've acquired, the higher the level of new items I get. And equipment with high difficulty and powerful stats, like Archboss weapons, will appear at a "high fixed level" befitting their value, so feel free to challenge them with confidence.
In other words, consistently hunting and challenging content at your level becomes your natural growth progression.
Through this change, we expect TL's growth to become an experience focused on "the fun of hunting and acquiring" rather than complex spec calculations.''
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''On top of the simplified growth structure, the "Equipment Trait" system, which determines the core performance of your gear, is also being redesigned.
Previously, to attach a desired trait, you had to use equipment of the same category with that trait as material. It was difficult to identify which items could serve as materials, and completing your desired trait combination was complex. The UX was also inconvenient.
So with this update, we've redesigned the trait system around "choice" and "intuitiveness".
Now, as long as you have the materials, you can directly select and unlock the traits you want. The old method of consuming equipment is gone, and material sources and requirements have been reasonably adjusted.
A new "Trait Enhancement Item" is being added. You'll be able to clearly enhance only the traits you want. With simplified materials, it becomes much easier to assess your current trait status and inventory space issues will be resolved. Of course, these enhancement items can be obtained through in-game content, just as before.''
One more thing:
''Traits now also have a level concept, so you'll need to use Trait Enhancement Items matching your equipment level. This is a safeguard to prevent gaps between Adventurers from widening as item levels expand in the future.
We've designed this to respect your past growth while making future adventures much more comfortable and straightforward. We hope you enjoy it.
With the Item Level System and Trait Overhaul making growth much more intuitive, we've decided to boldly let go of the existing enchantment system that has been such a burden for Adventurers. TL's core fun is experimenting with diverse builds, but the previous system was a big hurdle to trying new things. Therefore, starting with this update, the Enchantment, Transfer, and Sync systems are completely abolished.''
Daniel LaFuente, known for his MMO presence and appearance as Tico, ex-Globalization Design Manager for Throne and Liberty and Director of Operations for Aion 2 has been interviewed by Hardcore Gamer alongside Merv Lee Kwai (Publishing) and Seung-Uk Baek (Business).
https://hardcoregamer.com/aion-2-sgf-interview/
A: Our approach is going to be, as you said, there’s going to be a backlog of content. So, in some ways, that’s a benefit because we have content always available to roll out. We really try to take an approach, trying to find the middle ground.
We go too quickly, players feel like you’re pressuring them to spend too much time in the game, progress faster than they’re ready. We go too slow, maybe they’re bored because they want more content. So, we’ll look at the data and see how players are progressing; we’ll listen to the feedback players are going to be vocal about when they’re feeling like it’s the right time.
It’s this combination of what are we hearing from the community, and also what the data saying in terms of how progressed players are. The data doesn’t really lie about that part, so it can tell us when players are ready to start taking on new content. That will be our general approach.
A: One of the commitments NC has made, and that will be carried over to the global version, is trying to be as close as possible to players. If you follow at all the Korean or Taiwan versions, they’re doing weekly live streams every week, talking with players, getting their feedback, giving them answers to their questions, and we’re going to continue that, as well in the Global version.
We want to make sure that we’re close to our players, and that’s really what dictates what changes happen or don’t happen is the feedback we’re getting from players, how can we incorporate them into the build, etc. So, it’s a major factor.
A: There are crafting and gathering in the open field where you craft this and put it up on the auction market. So, you can participate in the economy of the game. That’s one thing [players] can do. There are also people who like to customize and share their customization with others. They go around taking photos. There are things that you can do partially in the game as your role, or what you like to do.
Although the game itself is heavily focused on RvR, or the battle side, we are trying to add more lifestyle content so that we can provide more things for casual users or other users to enjoy. There are also mini-games and other elements.
Tico: And I just want to tie that question back to what I was talking about with being close to players and the livestreams is that, there has been a lot of feedback from players wanting more casual or horizontal content, which is why more lifestyle content is being planned for the future.
We can’t talk about which kinds because they haven’t announced it just yet, but there is that kind of stuff that’s coming because of feedback they’ve been getting from players. We view MMOs as a live service operation, and live service means it has to evolve over time, and it will for sure.
"One of the commitments NC has made, and that will be carried over to the global version, is trying to be as close as possible to players." - Tico referring to developer livestreams led by 'So In Seop' and 'Namjoon Kim' in Korea which have been a massive success for the game's public perception with development transparency and constant feedback communication.
A: It is going to depend. There’s a pretty big array. For things like dungeons and stuff, it’s primarily on a weekly cycle.
If you look at the data from MMO players, there’s people who play every day, there’s people who play sporadically, and then there’s also these weekend warriors, we refer to them as, so we think that weekly [content] strikes the middle ground to let everyone play throughout the week as they want.
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Aion 2 is slated to release sometime in September of this year for PC to a global audience.
Official: https://aion2.plaync.com/ko-kr/board/cm_story/view?articleId=6a313610f5d2136968f71dc1
Server-vs-Server 400 VS 400 field boss contest content is added.
Schedule: Every Tue/Thu, 10:00 PM
Abyss play time is not deducted; runs on the same server matching as the Abyss.
Will expand to all-server matching and multi-channel creation in the future.
Defeat boss monsters by stage; win/draw/loss is decided by the total combined score.
Official: https://aion2.plaync.com/ko-kr/conts/260614_update#section-2
Chapter 1. The Land of Sand and Frost
New Class: Monk
New Elyos Territory: Eltenen
New Demon Territory: Morheim
Expansion of growth cap
Outland
Chapter 1 New Content: AION2 THE NEXT
New/Returning players Growth Support Systems and much more new content + changes to existing content.
Official: https://www.playthroneandliberty.com/en-us/news/articles/behind-the-scenes-remnants-of-nix
A: We wanted to deliver the dramatic tension of securing high-value items in a dangerous environment and making it out alive.
To support this, Remnants of Nix is designed so you can enter freely at any time, with no scheduled participation windows or matchmaking queues. Channels adjust dynamically based on player count to maintain the right level of tension throughout.
For Adventurers who might feel a bit intimidated by PvP, we’ve placed a variety of tools throughout the zone that can turn the tide of battle or help you escape dangerous situations quickly. Don’t be afraid of failure. Keep challenging yourself and experimenting with different strategies.
A: The biggest differences are the scale of combat and the purpose behind it. Where existing PvP has been about large groups clashing in guild-versus-guild warfare, Remnants of Nix is centered on small-scale engagements, whether party-based or even solo play, making it much more accessible and immediate.
Because the environment doesn’t allow you to simply rely on sheer numbers, tactical play that minimizes losses during engagements becomes critical. The death penalty here carries real weight. Not only do you drop specific items, but respawning at the aerial stronghold means the long journey back to the battlefield creates a devastating gap in your party’s fighting strength.
That means keeping every party member alive is paramount. Close coordination, mutual backup, and survival strategies matter more than anything else. Unlike traditional PvP where the goal is simply to eliminate opponents and win, Remnants of Nix is all about “choices and priorities.” Do you play it safe, patrolling the outer edges, collecting standard rewards, and extracting cleanly? Or do you push into contested territory, risk confrontation with other parties, and go for the premium loot? Those split-second decisions are what make this content truly exciting.
Official: https://www.playthroneandliberty.com/en-us/news/articles/behind-the-scenes-remnants-of-nix
A: We wanted to deliver the dramatic tension of securing high-value items in a dangerous environment and making it out alive.
To support this, Remnants of Nix is designed so you can enter freely at any time, with no scheduled participation windows or matchmaking queues. Channels adjust dynamically based on player count to maintain the right level of tension throughout.
For Adventurers who might feel a bit intimidated by PvP, we’ve placed a variety of tools throughout the zone that can turn the tide of battle or help you escape dangerous situations quickly. Don’t be afraid of failure. Keep challenging yourself and experimenting with different strategies.
A: The biggest differences are the scale of combat and the purpose behind it. Where existing PvP has been about large groups clashing in guild-versus-guild warfare, Remnants of Nix is centered on small-scale engagements, whether party-based or even solo play, making it much more accessible and immediate.
Because the environment doesn’t allow you to simply rely on sheer numbers, tactical play that minimizes losses during engagements becomes critical. The death penalty here carries real weight. Not only do you drop specific items, but respawning at the aerial stronghold means the long journey back to the battlefield creates a devastating gap in your party’s fighting strength.
That means keeping every party member alive is paramount. Close coordination, mutual backup, and survival strategies matter more than anything else. Unlike traditional PvP where the goal is simply to eliminate opponents and win, Remnants of Nix is all about “choices and priorities.” Do you play it safe, patrolling the outer edges, collecting standard rewards, and extracting cleanly? Or do you push into contested territory, risk confrontation with other parties, and go for the premium loot? Those split-second decisions are what make this content truly exciting.
Maybe this is already discovered but the new weathers we are getting alongside Snow should be Thunderstorms and Hail
Most images are in-game places (official 1:1 art).
Check the description under each image.