Testserver Patch Notes - Oberon Patch 2 / F2P Launch

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    • Testserver Patch Notes - Oberon Patch 2 / F2P Launch

      Oberon Patch 2 / Free-to-Play Launch

      **LAST UPDATE: 03 APRIL 2019**


      As of April 10, Albion Online will be entirely free to download and play. Existing players can continue playing as normal, while new players can create an account and play the game without purchasing a pack. The Premium system continues unchanged, and Premium status can still be purchased with either real-world money or ingame currency. For more information about this change, please see this thread: forum.albiononline.com/index.p…/104118-Free-to-Play-FAQ/

      Improvements
      • Moving between clusters within a city (main city, bank, marketplace, etc.) no longer requires a cooldown period
      • Further performance improvements via optimization of nametags, mob health bars, veteran mob icons, and party target markers
      Portal, Respawn, and Island Changes

      Portal Changes
      • Each of the Royal Cities (Fort Sterling, Thetford, Martlock, Bridgewatch, Lymhurst) gains an Outland portal of its own
      • The existing portal exits in the Outlands are split between the cities in the following way:
        • Caerleon retains all 4 Portal exits in Mercia and the easternmost Portal exit in Cumbria (Alderwood)
        • Fort Sterling gets 2 Portal exits in Cumbria (Coombe Tor, Bootsuck Fen)
        • Lymhurst gets 2 Portal exits between Cumbria and Anglia (Hotshadows Plain, Thistlecopse)
        • Thetford gets 2 Portal exits in Eastern Anglia (Slickhag, Hanging Valley)
        • Bridgewatch gets 2 Portal exits between Western and Eastern Anglia (Midgebite Fen, Deepwater Fen)
        • Martlock gets 3 Portal exits in Western Anglia (Roostcliff, Browngrass Meadow, Blencathra)
      • Using a portal will
        • lock you to those city's portals (indefinitely, exceptions see below)
        • lock you to that specific portal for 20 minutes
      • You will lose your current lock if you return to the Royal Continent using any other city portal
      • You will gain a city's portal lock if you return to the Royal Continent using that city's portal or when respawning there after death in the Outlands
      Respawn Changes
      • The ability to respawn "in nearest city" is replaced with an ability to respawn "in last visited city"
      • The ability to respawn "at nearest territory" is removed, but you can set any territory tower as a home.
      • You can still respawn at a home. However, when you've set a home, you will lose your home binding when you choose to respawn "in last visited city".
      Special Island Move
      • During a special transition period of one month, you will be able to move your personal and guild islands to a city of your choice
      • Each island may only be moved a single time and the move is wasted if not used during this transition period
      Increased Resource Respawn Speed

      To prepare for a potential influx of low-level players, the respawn rate of resources in safe and yellow zones has been increased (i.e. the refill time for these resource nodes has been reduced):
      • T2 respawns about 285% faster (now 21 seconds, was 60s)
      • T3 respawns about 400% faster (now 45 seconds, was 180s)
      • T4 respawns about 500% faster (now 100 seconds, was 500s)
      • T5 respawns about 170% faster (now 450 seconds, was 750s)
      Guild Cost Changes
      • Cost to found a guild: 25,000 Silver → 100,000 Silver
      • Cost of a new guild island: 50,000 Silver → 75,000 Silver
      Adventurer's Challenge Changes
      • Free users can now complete the Daily Bonus and earn Challenge Points. However, they can only claim the weekly and monthly rewards after buying 30 days of Premium status AND having Premium status active.
      • The Daily Bonus now grants a Tome of Insight to all players.
      • Additionally, free players can get 10 Learning Points by completing the Daily Bonus, while Premium players continue to receive 20 Learning Points passively.
      Additional Changes
      • The "fade to red" effect when health approaches zero has been reduced, giving players a better chance of fighting back and using the environment at low health
      • All visual quality settings/presets now have "Show Effects" set to "All" by default
      • Premium and Gold stats now appear on the Character Selection screen
      • Changes to dungeon immunity:
        • You cannot get a new "bubble" (immunity to damage and other effects) in dungeons within 60 seconds of last receiving the buff
        • Dungeon immunity duration: 10s → 15s
      • The Undead Knight's spell indication should now be easier to read
      • Reward for "Not a Small Fish" tutorial quest was reduced from 2x T4 Royal Sigils → 1x T4 Royal Sigil
      • Tier 7 Earth Elementals found in Randomized Dungeons now only have up to two charges of T7 Stone
      Combat Balance Changes
      Bows
      • Auto-attack (all Bows):
        • Attack Range: 11m → 13m
        • Auto-attacks per second: 1 → 1.3
        • Damage per Auto-attack: 29 → 23
      • Piercing Arrows (Passive):
        • Damage Reduction per Stack: 1% → 2%
        • Attack Speed (Passive)
        • Buff Duration: 3s → 5s
      • Frost Shot (all Bows):
        • Hit Delay: 0.2s → 0s
        • Standtime: 0.2s → 0s
      • Enchanted Quiver (regular Bow):
        • Number of Arrows: 15 → 18
      • Undead Arrows (Whispering Bow):
        • Damage per Hit: 39.31 → 50.00
        • Range Increase: 50% → 35%
        • Duration: 10s → 8s
      Crossbows
      • Removed the Passive "Aggressive Caster"
      • Added the New Passive "Well-Prepared"
      • Every 4 activated spells, your Q-slot spell cooldown is instantly reset
      • Auto Fire (all Crossbows)
        • Shot interval: 0.5s → 0.3s
        • Damage per Tick: 28.01 → 37.00
        • Explosion Damage: 67.22 → 89.00
        • Range: 11m → 13m
      • Explosive Bolt (all Crossbows):
        • Energy cost: 4 → 3.5
        • Hitdelay: 0.5s → 0.4
        • Standtime: 0.5s → 0.4
      • Knockback Shot (all Crossbows):
        • Now also increases Attack and Cast Speed by 50% for 5s
        • Cooldown: 10s → 8s
        • Knockback Distance: 5.27 → 10.00
        • Damage: 41.13 → 62.00
        • Hit Delay: 0.2s → 0.1s
        • Standtime: 0.4s → 0.2s
      • Snipeshot (regular Crossbow):
        • Damage: 380.25 → 418.00
        • Range: 15m → 16m
        • Standtime: 0.6s → 0.4s
      • Sweeping Bolt (Heavy Crossbow):
        • Hit Delay: 0.4s → 0.3s
        • Standtime: 1s → 0.7s
        • Cooldown: 20s → 18s
      Daggers
      • Rapier Stabs (Bloodletter):
        • Cooldown: 20s → 30s
        • Hitting an enemy below 40% now also reduces all your cooldowns by 10s
      Fire Staffs
      • Contagious Fire (Infernal Staff):
        • Damage per tick: 34.68 → 32.00
      Holy Staffs
      • Holy Beam (all Holy Staffs):
        • Cooldown: 10s → 16s
      • Celestial Sphere (Redemption Staff):
        • Heal per Tick: 80.00 → 90.00
      Nature Staffs
      • Reanimate (all Nature Staffs):
        • Is now a channel instead of a cast ability
        • Revitalizes an ally, restoring 60 health and 10 energy per second. The ability can be channeled up to 5 times. (15s Cooldown, each tick consumes 8 energy)
      • Well of Life (Wild Staff):
        • Cooldown: 30s → 25s
      Quarterstaffs
      • Forceful Swing (all Quarterstaffs):
        • Cooldown: 15s → 18s
      • Hurricane (Iron-Clad Staff):
        • Cooldown increased by 4s
      Swords
      • Mighty Blow (Broadsword):
        • Damage: 276 → 287
      • Spinning Blades (Dual Swords):
        • Max Health Damage: 8% → 6%
      Helmets
      • Emergency Heal (Guardian Helmet):
        • Cooldown: 40s → 30s
      • Displacement Immunity (Knight Helmet):
        • Buff Duration: 10s → 6s
      Fixes
      • Weight displayed under character button now updates when changing passives or mounting/dismounting, as intended
      • Graphical settings will now persist when logging out and back in
      • [WINDOWS] Fullscreen is now Exclusive Fullscreen, and works only with Launcher 1.0.34.247 - switching between different fullscreen modes requires restart
      • Players will now see their own name tag and health bar flash and change color when entering an unrestricted PvP area
      • Respawning after dying during portal binding immunity in the Outlands now removes the binding as intended
      • Fixed a bug that allowed looting of items from afar via teleport skills
      • The Morgana Champion's spike spell now matches its indicator more closely
      • Added missing mob shield to chests in several Randomized Dungeon templates
      • Adjusted Realmgate and Hidden Entrance sounds
      • Adjusted volumes of Fire and Cursed Staff spells and fixed missing sounds
      • Numerous additional minor graphical, UI, localization, terrain, animation, and audio fixes

      The post was edited 1 time, last by Retroman ().

    • tabooshka wrote:

      Piddle wrote:

      So the 10 LP for completing the Daily Bonus, is only available for free players?
      I believe its for non premium users yes, as premium you get 20 per day, as free you gonna have to complete a daily to get 10
      Yeah, but the feelsbad is that, I am paying for premium to get a benefit 20 LP et al. That is it's own thing.

      Now, players can get 10 LP for completing a daily, but only free players. That is it's own thing.

      I guess I just feel like, if there is going to be 10 LP for completing a daily. It should be for everyone. Excluding the paying people from a bonus related to daily challenges is just weird.

      I get that it is supposed to be to give free players a little LP. I just don't see the harm in changing it to all players and have the premiums able to get 10+20 vs the free players 10, rather than 20 vs 10.

      If 10 LP is no biggie to toss to F2P, then 10 LP should be no biggie to toss to premium players to, for the cost of doing the dailies.

      It's not a hill I am looking to fight over though, since 10 LP is in fact not a huge deal.
      Discord: Piddle#7413
    • PrintsKaspian wrote:




      Portal Changes
      • Using a portal will:
        • lock you to those city's portals (indefinitely, exceptions see below)
        • lock you to that specific portal for 20 minutes
      • You will lose your current lock if you return to the Royal continent using any other city portal
      • You will gain a city's portal lock if you return to the Royal continent using that city's portal or when respawning there after death in the Outlands

      Is the word 'other' missing or can anybody explain, because without it the sentence seems to contradict with the ones above it...
    • Skitted wrote:

      PrintsKaspian wrote:

      Portal Changes
      • Using a portal will:
        • lock you to those city's portals (indefinitely, exceptions see below)
        • lock you to that specific portal for 20 minutes
      • You will lose your current lock if you return to the Royal continent using any other city portal
      • You will gain a city's portal lock if you return to the Royal continent using that city's portal or when respawning there after death in the Outlands

      Is the word 'other' missing or can anybody explain, because without it the sentence seems to contradict with the ones above it...
      That's correct, thanks for catching the mistake. Patch notes have been updated to reflect this.
    • Patch notes have been updated on April 2 with additional combat balance changes.

      Also, please note the following important Silver cost changes for guilds:

      Guild Cost Changes

      • Cost to found a guild: 25,000 Silver → 100,000 Silver

      • Cost of a new guild island: 50,000 Silver → 75,000 Silver
    • I agree with @Piddle - any perk that free to play gets should by default, be extended to the premium users. The idea behind subscription layering is that each higher level encompasses the level below it - and some.

      I also agree that it's not an issue I would really get in a huff about, but I would caution SBI to consider what opening this door this might signal to premium players.
    • @Eltharyon I don't quite follow Henkys. A couple assumptions: Both players play the game enough to earn the F2P LP.

      A F2P player wants LP, they exchange playtime for 10 LP.
      A Prem player wants LP, they exchange playtime (12 hours) for 10 LP.

      We've essentially now signaled that in this specific LP market, 1/2 of all the time I currently pay for can also be earned by players not paying. This is further exacerbated if the time required to earn 10 LP in the F2P market takes less than 12 hours.

      In my opinion, it is not effectively the same - my LP is now at a minimum 1/2 as valuable as before - from a $/minute perspective.
    • MEATCUP wrote:

      I also agree that it's not an issue I would really get in a huff about, but I would caution SBI to consider what opening this door this might signal to premium players.
      It should not signal anything... because Supply/Demand.

      "on the surface" - it might signal that its better to switch to F2P and just farm silver to pay for gold to pay for Sub. In which case Gold price will increase dramatically, prompting people to whip out credit cards to just pay subscription.

      In a sense its a perfect model, that is a closed loop. The more players think "Premium is not worth it" and switch to F2P (and try to farm silver to pay for Premium) - the more value will Gold have, the less players can bother to farm silver (or they buy less Gold with silver, once Gold price skyrockets), the more players are inclined to just pay a subscription with a credit card (via direct Sub or buying Gold)...

      And the cycle repeats...


      MEATCUP wrote:

      In my opinion, it is not effectively the same - my LP is now at a minimum 1/2 as valuable as before - from a $/minute perspective.
      So if you think your LP (premium status, or bonus that is) is devalued - feel free to just switch to F2P model, and get your "10 LP for free" instead of 20 LP for paid.

      And as I outlined above - the more people switch to this mentality, the more will buy Gold - the more price will skyrocket... etc...

      The post was edited 1 time, last by Captainrussia ().

    • @Captainrussia It most certainly a signal. Each of these situations you describe are very real supply/demand shifts.

      You also assume very basic S/D models - we don't know the elasticity of either S/D curve here, so words like 'dramatically' are not founded on anything outside of basic understanding and assumptions. While you are 100% accurate in theory, we can't put all our eggs in this basket quite yet.

      Historically, you've been spot on and the reasoning is sound - so I can't say you're wrong. Maybe embellishing a bit. XD
    • Eltharyon wrote:

      MEATCUP wrote:

      I agree with @Piddle - any perk that free to play gets should by default, be extended to the premium users.
      In effect you do. If you no longer pay for premium, you will receive this perk as well. And if you continue to pay for premium (thank you very much!), you actually receive twice as much as free players and you don't have to work for it!
      You are giving a benefit to free players that premium players don't get. That the benefit pays out LP, and premium also pays out LP, is somewhat beside the point here. If you change it from an LP reward to another kind of reward, the problem becomes instantly apparent. "Free to play players gain an addition 1M silver for completing daily challenges."

      The daily activity reward for free players is better than for premium players

      The problem, as I see it, stems from how you worked backwards from wanting f2p players to have LP and created a system to give them that. Rather than balancing out the two things from front to back.

      For the record. If you had just said that f2p players get 5-10 LP passively (I understand why this is bad) and premiums get 20 LP passively. I'd have shrugged and moved on. It's the weird tying it to a an activity that is available to both, but for which the non-premium player now gets a larger incentive, that makes it sort of obviously unfair.
      Discord: Piddle#7413