News Liste Mortal Online 2

Patch Notes 2.2.2.58
Mortal Online 2
Heute 09:18 Community Announcements

Greetings Mortals,

[p align="start"]This update comes with a heavy focus on addressing several long-standing quality of life areas.[/p][p align="start"]It introduces the new Ether Wayshrines, which allow you to travel around the map in a much smoother and unique way after being unlocked, the Banking Overhaul which makes using the bank an entirely fresh experience, Caravan Campsites to make dungeon content more accessible, War and Siege changes to improve the sieging experience and remove lots of old issues, balance changes to combat abilities and spells, an increase to everyone’s max Health to raise the average “Time to Kill”, loads of miscellaneous fixes and much more.[/p][p][/p][p][/p]

Ether Wayshrines

[p]Ether Wayshrines are new structures in the world which can be unlocked while alive, and used as a spirit to automate travel between set locations to other Wayshrines, making the experience of moving around the map as a spirit substantially smoother.

Overall, the feature allows more convenient traversal of the world in such a way as to maximize the amount of time spent actually playing the game in the way that you want to, rather than spending lengthy and tedious periods of time manually navigating the Etherworld.[/p]
  • [p]Wayshrines can be used to travel between them as a spirit.[/p][/*]
  • [p]Wayshrine travel occurs in real-time through the air toward your destination, and will move your character at a speed faster than normal spirit travel.[/p][/*]
  • [p]Before you can use a specific wayshrine, you must visit it once while alive to unlock it, by interacting with the Wayshrine Tablet.[/p][/*]
  • [p]After using a Wayshrine you will receive the Strained Spirit debuff, which prevents you from using any Wayshrine again for 15 minutes.[/p][/*]
  • [p]When dead you can now, from the character window, choose to teleport to the nearest unlocked Wayshrine.[/p][/*]

Caravan Campsites

[p]One of the intended and expected uses of Caravan Campsites is to facilitate the gameplay loop of spirit traveling to the campsite, resurrecting, then using whatever means at your disposal to kill and butcher some surrounding creatures to obtain materials. Then to use said materials to craft yourself some basic equipment should you have the profession skills to do so, delve into the nearby dungeon to fight its denizens for Glory and attempt to escape with any loot you may have found to be deposited safely with the Caravan Banker.[/p][p] [/p][p]You will of course need to transport any valuables to a different location such as a town in order to properly benefit from them, which will likely need to be done not infrequently due to the limited size of the Caravan Banker.[/p][p]The primary purpose of this new feature is intended to cater to smaller groups and solo players as a staging point for the nearby dungeon, although naturally larger forces will often be close at hand.[/p]
  • [p]Caravan Campsites have now been placed outside all dungeons apart from spider caves, containing the following:[/p][list]
  • [p]A red priest[/p][/*]
  • [p]A Caravan Banker with a limited max item count of 40[/p][/*]
  • [p]A Magic Vendor who sells basic ecumenical reagents[/p][/*]
  • [p]A Utility Vendor who sells basic equipment such as bandages and arrows[/p][/*]
  • [p]A taskmaster with new accompanying tasks specific to the dungeon the campsite is next to.[/p][/*]
  • [p]Two Caravan Mercenaries who will only attack Criminals and War Combatants in an effort to keep fighting away from the campsite[/p][list]
  • [p]Naturally, these Caravan Mercenaries will not be capable of suppressing a large or strong enough force, and so these campsites will always include a strong element of risk and are by no means considered safe locations.[/p][/*]
[/*][/list][/*][/list]

Banking Overhaul

[p]The bank has been completely overhauled in the following ways for vastly increased quality of life:[/p]
  • [p]Items will now be auto sorted when placed into the bank, and you do not need to choose the exact location an item occupies. Categories are visible on the left-hand side of the Bank UI with a name and icon. When a Category is selected, the right-hand panel will display the associated items within that Category.[/p][/*]
  • [p]These sorting Categories are based around how an item is used in the game, rather than only their “taxonomical” groups such as with many skills. This means related items will usually be grouped together.[/p][/*]
  • [p]Groups of items may be collapsed using the arrow button located on the right side of the UI, to hide their contents until the button is pressed again.[/p][/*]
  • [p]Empty item groups are hidden until a relevant item is added to the bank.[/p][/*]
  • [p]Items may appear under multiple different areas in the bank depending on their usage, for example Calamine may appear under “Magic & Arcana > Ecumenical Reagents” as well as “Mining > Catalysts” and “Alchemy > Ingredients”. It is useful to think of these categories similar fashion to the Broker filters; If an item can be used in a certain way, it will appear under the associated category.This also aids new players in being able to emergently learn about the game by simply depositing an item into their bank, as the Category it ends up in will tell them what it might be used for.[/p][/*]
  • [p]Banks now have a set and visible item limit, rather than an effective limit imposed by how many bags you have in the bank.[/p][list]
  • [p]The new item limit for town and territory bankers is 1,000 items.[/p][/*]
[/*][*][p]The “Favored” category allows you to create Favored Lists by dragging items from your Inventory onto the space with a plus sign, creating what is essentially a loadout that can be withdrawn with one click to your Inventory. An example would be a list of different reagents of specific quantities, or a list of alchemical ingredients of just the right amounts to make a potion etc. This also works for crafted items of the same name.[/p][/*][*][p]Bags containing items can still be deposited into the bank, however items contained in bags will now be displayed alongside other items in the Categories. You will know if an item is inside a bag if it has a little bag icon on the upper left corner of the icon frame.[/p][/*][*][p]The bank now has a Search bar which can be used to filter for specific items.[/p][/*][*][p]These changes do not affect house chests.[/p][/*][/list]

Items

  • [p]Resources (such as Granum Pile, Metals, Woods, Extraction Materials and Carcass) as well as currency items such as gold and silver coins now stack up to 100,000 instead of 10,000. Many lower value gemstones and loot items also now stack up to 100 instead of 10.[/p][/*]
  • [p]Clothos Worker Carcass now gives Silk when butchered.[/p][/*]
  • [p]Reduced the amount of Pansar Carapace gained from butchering Tagmaton Carcasses.[/p][/*]

Veterancy

  • [p]You can now unlock Emotes, Fatalities and Capes from the Account Item menu using Veterancy, a new account-bound currency earned from your normal subscriptions.[/p][/*]
  • [p]The Account Items UI has been completely remade, with categories for the various types of items which can be redeemed or claimed.[/p][/*]
  • [p]You get Veterancy for every month you subscribe. Veterancy is instantly added to your account when you pay for a subscription package, with multi-month subscription packages offering additional bonus amounts of Veterancy.[/p][/*]
  • [p]Everyone’s starting Veterancy will take into account their currently active subscription:[/p][list]
  • [p]Players with more than 3 months of subscription left will start with 90 Veterancy.[/p][/*]
  • [p]Players with more than 1 month but less than 3 months of subscription left will start with 40 Veterancy.[/p][/*]
  • [p]All other players will start with 10 Veterancy.[/p][/*]
[/*][*][p]You can now add a recruiter to your Account page on the https://www.mortalonline2.com/account/ site. If you enter a friend’s Recruitment Code to your Account page before you purchase a subscription package, they will be awarded 10% of the Veterancy you receive from the purchase.[/p][/*][*][p]The Account page on our website now shows your Recruitment Code and has a “Copy Link” button to make it easier for people to add you as their recruiter. Whenever anyone using your Recruit Code gets Veterancy, you are awarded 10% of the amount they receive. For example, if someone adds your Recruit Code to their Account, and then purchases a 3 month subscription, you will gain 4 Veterancy. This will happen every time the Recruit pays for subscription, including recurring payments.[/p][/*][*][p]Added 10 new Bloodline capes to the Veterancy Shop[/p]
  • [p]Tindremic Cape[/p][/*]
  • [p]Kallard Cape[/p][/*]
  • [p]Khurite Cape[/p][/*]
  • [p]Sidoian Cape[/p][/*]
  • [p]Sarducaan Cape[/p][/*]
  • [p]Huergar Cape[/p][/*]
  • [p]Blainn Cape[/p][/*]
  • [p]Veela Cape[/p][/*]
  • [p]Sheevra Cape[/p][/*]
  • [p]Thursar Cape[/p][/*]
[/*][*][p]Added 10 new gesture Emotes to the Veterancy Shop[/p]
  • [p]Look Around[/p][/*]
  • [p]Encourage[/p][/*]
  • [p]Frustrated[/p][/*]
  • [p]Behold[/p][/*]
  • [p]Flaunt[/p][/*]
  • [p]Pledge[/p][/*]
  • [p]Pushup[/p][/*]
  • [p]Flourished Bow[/p][/*]
  • [p]Cheer[/p][/*]
  • [p]Rally[/p][/*]
[/*][*][p]Added 9 new dance Emotes to the Veterancy Shop[/p]
  • [p]Jovial Jig[/p][/*]
  • [p]Gracious[/p][/*]
  • [p]Merry[/p][/*]
  • [p]Snapping[/p][/*]
  • [p]Rocking[/p][/*]
  • [p]Rebel[/p][/*]
  • [p]Groove[/p][/*]
  • [p]Jaunty[/p][/*]
  • [p]Gyrate[/p][/*]
[/*][*][p]Added 9 new Fatalities to the Veterancy Shop[/p]
  • [p]Riddance[/p][/*]
  • [p]Ram[/p][/*]
  • [p]Jawbreaker[/p][/*]
  • [p]Skull Crack[/p][/*]
  • [p]Backfist[/p][/*]
  • [p]Tenderize [/p][/*]
  • [p]Trample[/p][/*]
  • [p]Devastate[/p][/*]
  • [p]Merciless[/p][/*]
[/*][/list]

Magic

  • [p]Adjusted Akh Bond skill range from 62-70 to 76-87[/p][/*]
  • [p]Adjusted Atrophy skill range from 76-87 to 66-77[/p][/*]
  • [p]Adjusted Benumb Mind skill range from 66-77 to 62-70[/p][/*]
  • [p]Increased Akh bond Mana Cost from 30 to 50[/p][/*]
  • [p]Akh Bond now requires you to remain within 50m of your bonded creature, otherwise the link will be severed[/p][/*]
  • [p]Added sanity checks to ensure only one instance of Akh Bond is affecting a player at a time.[/p][/*]
  • [p]Reduced Death Hand base damage range from 34-36 to 32-34.[/p][/*]

Combat Abilities

  • [p]Reduced Flurry base animation length from 3.0s to 2.9s.[/p][/*]
  • [p]Increased Hack base animation length from 3.1s to 3.5s to make it more readable.[/p][/*]
  • [p]Reduced Split base animation length from 3.1s to 3.0s.[/p][/*]
  • [p]Increased Rupture base animation length from 1.833333s to 2.0s to make it more readable.[/p][/*]
  • [p]Increased Forceful Strike base animation length from 2.2s to 2.3s to make it more readable.[/p][/*]
  • [p]Increased Impale base animation length from 2.2s to 2.3s to make it more readable.[/p][/*]
  • [p]Fixed an issue where Invigorate was only increasing Stamina Regeneration by 50% instead of 100%.[/p][/*]
  • [p]Reduced Brace Physical Defence increase from 25% to 20%.[/p][/*]

UI and Interactions

  • [p]Reworked the vendor UI to be more readable and support longer item names in the vendor’s sell list. You can now also resize the vendor window to your liking.[/p][/*]
  • [p]A new window system has been developed to allow future windows to be more dynamic and to support the vendor UI rework.[/p][/*]
  • [p]Fixed an issue with GM whispers[/p][/*]
  • [p]Trying to claim Account Items while dead will now give a message rather than just not work.[/p][/*]
  • [p]Added new titles for all the new Fatalities.[/p][/*]

Bugs

  • [p]Fixed eye adaption issues that caused the game to go very dark in some situations.[/p][/*]
  • [p]Fixed light leak issues inside structures.[/p][/*]
  • [p]Pickables should no longer spawn in mid air or floating underground.[/p][/*]
  • [p]Fixed bug where a player mount would not stop moving after being teleported by a Game Master. This could cause players to accidentally move over edges and take fall damage while the loading screen was fading out.[/p][/*]
  • [p]Added extra safety measures for player teleports and map transitions to reduce the risk of players falling through the ground when the loading screen closes.[/p][/*]

Wars & Sieging

  • [p]Guilds now need to be at War first to be able to declare a Siege.[/p][list]
  • [p]This is for many reasons, however one primary purpose is so that at a minimum, both the directly attacking and defending guilds will not be able to report the other side for murder during the siege window due to being at war.[/p][list]
  • [p]Naturally this does not affect third parties.[/p][/*]
[/*][/list][/*][*][p]You cannot end a war if any of the parties have a siege incoming or ongoing between them.[/p][/*][*][p]Wars have a max duration of 14 days before they end on their own.[/p][/*][*][p]Declaring war on a guild will now incur an ongoing hourly Upkeep cost as long as the war is active, which scales in cost depending on the average standing of the guild.[/p]
  • [p]This means that guilds with high standing will be more expensive to declare war on, while guilds with severely negative standing may incur no upkeep cost due to being hated by the realm.[/p][/*]
  • [p]For reference this now means that to declare war on a guild with an average standing of 200, it will cost 30g per day, and to declare war on a guild with the maximum average standing of 1,000, will now cost 84g per day.[/p][/*]
[/*][*][p]A member’s average standing is now displayed in the guild member list, similar to how murder count was shown before.[/p][/*][*][p]Added no-build zones around Keep Supply Lines to prevent them being unintentionally walled in. Siege Tents and Siege Machines may still be placed and built inside these zones.[/p]
  • [p]Note that any structures inside the new no-build zones will be moved outside of them, and we may offer refunds of the structure plans to the owners depending on a few factors once this is completed.[/p][/*]
[/*][*][p]Added no-build zones which cover the areas directly adjacent to keep walls, removing the ability to build houses or other territory structures close to a wall in order to get inside the keep without needing to siege the outer gate or walls. Siege Tents and Siege Machines may still be placed and built inside these zones.[/p][/*][*][p]Supply Lines & Supply Storehouses can no longer be placed during an active Siege against your guild.[/p][/*][*][p]The requirement to have 2 murderers in a guild in order to declare war on them has been removed, and replaced by the new Standing based upkeep mechanic.[/p][/*][*][p]Wars may now only be ended by the declaring guild, the 14 day duration expiring, or by the declaring guild running out of gold in their Treasury to afford the upkeep cost.[/p][/*][*][p]All existing wars have been ended.[/p][/*][/list]

Territory Control

  • [p]Resurrecting at a non-town priest (house priest, TC priest or outpost priest) will now start a 10 minute timer, if the player dies within that time it will incur a cooldown for that player to resurrect from that priest. Resurrecting again at the same priest within this 10 minutes will increase the cooldown.[/p][list]
  • [p]This means resurrecting at the same non-town priest will incur longer waiting times for each consecutive death within a short time after resurrecting.[/p][/*]
[/*][*][p]Keep owners now have enhanced Region buffs while inside Regions controlled by them, which are connected in an unbroken chain of adjacent Regions back to their Keep Region. This connection has no limit to how far it can reach.[/p][/*][*][p]An increased minimum placement distance of 100m has been set for every TC structure, which checks if the structure being placed is too close to another structure of the same type, for example placing a Culinarium too close to another Culinarium.[/p]
  • [p]This was done to prevent them being commonly used as cheap placement blockers.[/p][/*]
[/*][/list]

General Balance

  • [p]Increased everyone’s Health by +10 to slightly raise the TTK or “Time To Kill”.[/p][/*]

Tasks

  • [p]Re-added Blood Kua fishing tasks to the Fabernum Fishing Taskmaster’s task pool.[/p][/*]

Pets

  • [p]Reduced base Pet Point cost of Chickens from 25 to 5.[/p][/*]
  • [p]Reduced base Pet Point cost of Rabbits from 25 to 5.[/p][/*]

Engine

  • [p]Improved PSO precaching to minimize hitching (Make sure to close the game with the “Quit Game” option after every play session to ensure the PSO file gets saved correctly, as it will build up over time to ensure smoother gameplay.)[/p][/*]
  • [p]Added support for FSR 4[/p][/*]

Network

  • [p]Improved the client session logging in the backend for troubleshooting player connection issues to the server.[/p][/*]
  • [p]Fixed issue where players could get stuck at “Going to Myrland…” after character selection.[/p][/*]
  • [p]Fixed issue where the client would track an incorrect connection state during login and logout requests, which caused sporadic login problems.[/p][/*]

Optimizations

  • [p]Several optimizations to item code have been done on the server.[/p][/*]
  • [p]Several optimizations have been done to the client.[/p][/*]

World

  • [p]Fixed over 200+ World and Art bugs.[/p][/*]
  • [p]Removed an annoying fence from the path between the Fabernum crafting area and bank that required jumping over multiple times.[/p][/*]
  • [p]Added a couple new lore notes to the Fabernum Inn.[/p][/*]
  • [p]Added a new lore note nearby one of the Wayshrines.[/p][/*]
  • [p]Fixed issue in level streaming that sometimes caused meshes like trees to not have collisions.[/p][/*]

Known Issues

  • [p]You can not drag items to and from the bank UI, you must use right click.[/p][/*]
  • [p]Some players have problems with either Login to the character selection screen or not being able to connect to the next server when clicking Enter Myrland. Others get disconnected shortly after entering the game world. This seems to depend on the ISP and region of the user. Please contact support if this happens. The developers have expanded the session logging on the server to help troubleshoot at what step the connection fails.[/p][/*]
  • [p]Some pre-existing items may not be sorted correctly into the new bank categories. If this happens and the item is stackable, try to split the item into multiple stacks and then recombine them, or combine a fresh item of the same type onto the existing stack to update it. If the issue still persists, please send a bug report containing all the information you can so we can look into it![/p][/*]
  • [p]Some players may display an average standing value of zero in the guild member list until their standing is updated again.[/p][/*]
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Release:25.01.2022 Genre: Massively Multiplayer Online Entwickler: Star Vault Vertrieb:keine Infos Engine: Unreal Engine 4 Kopierschutz:keine Infos Franchise:keine Infos
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