Showing posts with label Kaisinel. Show all posts
Showing posts with label Kaisinel. Show all posts

Saturday, September 19, 2026

AION 2 Added New EU Servers During Its Global Test and Pushed a Crash-Fixing Hotfix


AION 2's Launch Scale Test did exactly what a scale test is supposed to do: put thousands of players into the game, expose a few rough edges and give NC enough live traffic to start adjusting things before the real characters arrive. During the first test session on September 17, NC opened four additional European servers in two waves, then followed Day 1 with scheduled maintenance and a hotfix addressing client crashes, quest interaction ranges and several smaller issues before the second session began.

The server additions are particularly interesting because they arrived very quickly. According to NC's Day 1 notices, Vaizel and Triniel opened 48 minutes after the test began, followed by Kaisinel and Lumiel roughly 40 minutes later. NC did not publish capacity figures or explain exactly what triggered the additions, so we should not claim the original servers were full or that the company underestimated demand. What we can say is that European test capacity was expanded twice within the first 90 minutes.

Four New European Servers Opened During Day 1

The first new pair, Vaizel and Triniel, opened at 06:48 PDT on September 17, 48 minutes after Day 1 began. A second pair, Kaisinel and Lumiel, followed at 07:28 PDT. NC listed the server names under separate Elyos and Asmodian columns, continuing AION 2's faction-based server structure.

  • Vaizel — Elyos
  • Triniel — Asmodian
  • Kaisinel — Elyos
  • Lumiel — Asmodian

The names will be familiar to long-time AION players, which is a nice touch for a sequel otherwise busy rebuilding large parts of the original formula. More importantly, these are the first concrete European server names NC has made public during the global test. The company has already confirmed that the final global service will include Europe, North America, South America and Japan as server regions, but a full launch-world list has still not been published.

It is also worth remembering just how much traffic the test was handling. We reported yesterday that AION 2 reached 73,761 concurrent players on Steam during Day 1. PURPLE players are not included in that figure, so the total number of simultaneous players was higher. Expanding European capacity during that same session is therefore hardly surprising, even if NC has not provided the exact load figures behind the decision.

NC Took the Servers Down for Maintenance After Day 1

When the first six-hour session ended, NC began scheduled maintenance at 12:00 PDT on September 17. The company estimated roughly 24 hours of downtime, lining the maintenance window up with the start of Day 2 rather than cutting into the second session itself.

That distinction matters because a 24-hour maintenance notice can look rather dramatic if read without context. The Launch Scale Test was always designed as two separate six-hour windows with a full day between them. NC simply used that planned gap to patch the client and prepare the service for another round of players.

For a test explicitly designed to prepare infrastructure for launch, that is exactly when you want maintenance to happen. Finding the client crashes and awkward quest interactions while every character is temporary is considerably preferable to discovering them during Advanced Access on September 30 or the full October 5 launch.

The Hotfix Addresses Client Crashes

NC's post-Day 1 hotfix contains four specific changes. The most important is simply described as fixes for client crashes. No detailed technical explanation was provided, so we do not know whether NC was targeting one widespread crash or several different problems reported during the first session.

Crash fixes are hardly glamorous patch-note material, but they are arguably the most useful outcome a scale test can produce. AION 2's global version needs to work across a huge variety of hardware configurations, particularly when the official minimum specification goes all the way down to a GTX 1050 Ti and 8 GB of RAM. A few hours with tens of thousands of players inevitably exposes combinations that internal testing cannot reproduce.

Quest Objects Should Be Easier to Interact With

The hotfix also slightly increases the interaction radius for quest objects. That sounds tiny, but it is the kind of change that can make a surprisingly noticeable difference in a crowded MMO launch.

When dozens of players are trying to click or interact with the same small object, having to stand on exactly the correct pixel quickly stops feeling like immersive fantasy adventure and starts feeling like attempting to use a self-checkout machine while twenty other people push the trolley.

A slightly more generous interaction radius should make those moments less fiddly without fundamentally changing how quests work.

Appearance Change Tickets Now Require Level 10

NC also changed appearance tickets so that characters below level 10 can no longer use them. The company did not explain the reasoning behind the restriction, and since the Shop and payment systems were disabled during the Launch Scale Test, it is difficult to judge how important this will be in the retail client.

It is nevertheless another example of why players should avoid treating every test-system behaviour as final. We have already found substantial differences between regions in our look at how the AION 2 global test build differs from Korea and Taiwan. Small rules can still move around before the actual launch client arrives.

Reporting Chat and Macros Has Also Been Fixed

The final documented fix concerns AION 2's reporting system. Players attempting to report chat or macro-related behaviour could incorrectly receive a message saying that the other player's information could not be verified. NC says that problem has now been resolved.

The mention of macro reporting is particularly interesting given NC's recent work on combat automation. The Korean service has already received several updates designed to reduce advantages from mouse macros and extremely aggressive animation cancelling. A functioning reporting system will obviously matter once the global servers become permanent and competitive PvP begins properly.

The Test Is Already Producing Useful Launch Changes

It is easy to look at a public test purely as free early access, especially when tens of thousands of players rush through the opening levels as quickly as possible. For NC, though, the Launch Scale Test exists to find exactly this sort of thing.

Day 1 produced enough activity for NC to add two pairs of European servers, identify client crashes, adjust quest interactions and patch several smaller issues before the next session. That is considerably more useful than a completely uneventful test where everybody congratulates themselves and the real problems wait politely until launch day.

Nothing from the test survives. The level cap remains 37, Membership and the player economy are disabled, and every character disappears when the second session ends. NC's official test rules still state that progression carries only from Day 1 to Day 2 and transfers nothing into Advanced Access or launch.

But the fixes can survive.

And that is ultimately the point.

AION 2 does not need the Launch Scale Test to prove that players can reach level 37. It needs the test to discover what breaks when tens of thousands of them try to do it at the same time.

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