News Liste Mortal Online 2

Sprint 16 PTR is Now Open! - Read the Test Server Patch Notes Here
Mortal Online 2
Heute 15:07 Community Announcements
[p]The Sprint 16 PTR for our upcoming update is now available on Steam, by selecting the testpublic branch, and will be available until Monday morning CET for testing and gathering feedback.[/p][p][/p][p]Have a read of the full patch notes below, and jump onto the PTR server to have a look for yourself![/p][p][/p]

Engine

  • [p]The engine has been upgraded to version 5.7.1. This increased stability and general performance of the game as well as improved light/shadow rendering.[/p][/*]
  • [p]FSR has been updated to the latest version.[/p][/*]
  • [p]DLSS has been updated to the latest version.[/p][/*]
  • [p]Steam SDK has been updated to the latest version.[/p][/*]
  • [p]EOS SDK has been updated to the latest version.[/p][/*]

VOIP

  • [p]Our voice over ip (VOIP) has been rebuilt so that it plays audio using Unreal Engine 5’s audio mix instead of a separate audio system.[/p][/*]
  • [p]VOIP is now affected by sound zones, like reverb in caves.[/p][/*]
  • [p]VOIP from other players is now muffled if the player is behind a wall etc.[/p][/*]
  • [p]VOIP from other players is now changed when the player is swimming.[/p][/*]
  • [p]VOIP from other players is now slightly different when the player is wearing a helmet.[/p][/*]
  • [p]You can now hear other VOIP users at a further distance.[/p][/*]
  • [p]The sound falloff for VOIP is now more natural.[/p][/*]
  • [p]The position of the VOIP sound is now correctly coming from the face of the speaker instead of a general area around him/her.[/p][/*]
  • [p]VOIP playback volume settings now follow the same system as other volume settings.[/p][/*]
  • [p]Listening to VOIP is now cheaper CPU wise since the engine handles ducking of sounds if there are too many.[/p][/*]
  • [p]Increased the max number of players you can hear speaking at the same time.[/p][/*]
  • [p]Optimized the VOIP servers removing un-used and old code to increase performance.[/p][/*]
  • [p]The network cost of having VOIP on is now much lower.[/p][/*]
  • [p]The test VOIP is now a button you hold down to hear your own VOIP.[/p][/*]

Trinket Balance

  • [p]Red Coral, Amethyst, Cuprum and Silver trinkets may now roll with more power to spend on stats. For existing trinkets, this will require a reroll / identify for these trinket tiers to benefit from the changes.[/p][/*]
  • [p]Rebalanced the worst trinket physical damage stat rolls to be more likely to roll higher values, this won't require a reroll/identify to benefit, so if you have a trinket that rolled one of the adjusted stats, it will now be better.[/p][/*]
  • [p]Rebalanced the maximum range of Stamina to be able to roll higher due to Stamina almost always being less appealing than rolling Health instead. This change will affect existing trinkets as well.[/p][/*]
  • [p]Fixed some Amulets giving not-yet implemented skills. The following amulet skills have been converted: Snooping > Scribing Pilfering > Anatomy Lockpicking > Mounted Magery Animism > Elementalism Spells Brawling > Poleaxes Unarmed Techniques > Poleswords[/p][/*]

New Events

  • [p]Added a new system for dynamically spawning new events in the world. These events are new groups of people or creatures that can appear almost anywhere in the world, with a focus on various POIs and dungeons.[/p][/*]

Murder Reporting

  • [p]You can now only report people who attacked you within 2 minutes of your death, the limit of 4 potential murder count reports still holds.[/p][/*]
  • [p]Dying to non-player controlled AI will forfeit all your potential murder reports.[/p][/*]
  • [p]Dying to an AI that was a pet, but also abandoned doesn't forfeit your potential murder reports.[/p][/*]
  • [p]Killing pets now causes standing loss if innocent, pet owner has positive standing in zone, not allied, guilded, didn't assault the killer & the killer is not in a contested outpost area.[/p][/*]

Combat

  • [p]Counter damage reduction is now 80% instead of 60%.[/p][/*]
  • [p]Certain buffs now refresh when used again before they expire (Steady Hands, Rejuvenate, Quicken, Sapped, Ward, Invigorate, Energise, Empower, Brace, Amplify).[/p][/*]
  • [p]Buffs cast by the opponent are now removed at the end of a duel.[/p][/*]

Magic

  • [p]Increased Boulder base spell damage from 28-30 to 38-40.[/p][/*]
  • [p]Fixed issue with the melee combat system resetting the charge circle even when casting magic in combat mode.[/p][/*]
  • [p]Rebuilt the code for Ahk Bond to fix several issues.[/p][/*]
  • [p]Death hand base damage decreased from 32-34 to 25-27 damage[/p][/*]
  • [p]Death hand casting time decreased from 2.0s to 1.7s[/p][/*]
  • [p]Fixed mana reduction orb effect not working for initial checks, causing spellcasts to not be allowed if you didn't have the original mana cost.[/p][/*]
  • [p]Fixed magic combat action queue getting stuck on death or in mercy mode. Interactions would get stuck while trying to cast last spell, which would stop the user from interacting with things like resurrecting at priests.[/p][/*]
  • [p]Fixed issue where hitting a mount someone was riding with earthquake did not always dismount or damage the riders.[/p][/*]

UI

  • [p]Territory filters on the map can now be combined so that you can show keeps + guild territory to only show your guild's keeps for example.[/p][/*]
  • [p]Updated the text on the Territory Filters to more clearly indicate what they do.[/p][/*]
  • [p]Updated the look for the filters in the map UI.[/p][/*]
  • [p]The Guild member list is now sorted so that online members are always on the top.[/p][/*]
  • [p]Fixed spellings of some POIs on the map filters.[/p][/*]
  • [p]Fixed issue where being in combat mode with fists out and manipulating/destroying items from your inventory would cause your combat ability bar to be cleared until re-equipping a weapon.[/p][/*]
  • [p]Fixed Bandit daily task tooltip incorrectly mentioning specifically bandit bowmen despite all types of bandits being valid for earning task contribution.[/p][/*]
  • [p]Fixed an issue where your Combat Abilities would not show up on your hot bar when you entered combat mode with your fists.[/p][/*]

AI

  • [p]Added support for AI using shields.[/p][/*]
  • [p]You can now push pets, ritual pets and controlled undead AI that is not attacking a target. They return to the original position after a few seconds.[/p][/*]
[p]
[/p]

Looting Priority

  • [p]Players will now gain loot priority for 10s after killing AI, this means that only the player who did the most work(and gained most glory) and their guild members will be able to loot for this duration.[/p][/*]
  • [p]When you are not able to loot someone else's loot yet, you will see a faint glow on the loot bag.[/p][/*]
  • [p]Player pets when killed don't give loot priority.[/p][/*]
  • [p]Your own and your pets loot bags will now glow red.[/p][/*]
  • [p]Locked loot bags where someone else has loot prio will glow purple.[/p][/*]
[p]
[/p]

Plate Armor Stat Normalization

  • [p]Adjusted the armor defence balance on the four plate armor styles, Tindremic Knight, Mercenary Plate, Draconigena Armatus and Risar Soldier to be closer to each other, allowing for a greater number of viable armor choices and visual variety.[/p][/*]
[p]
[/p]

Tindrem Arena Hub Improvements

[p]We have taken the opportunity in this patch to update the Tindrem Arena with a few easy and fast changes that will hopefully make it more of a useful hub for both officially hosted and player hosted events, as we currently do not have a single area in the game in which we can host "safe" events for all players regardless of nation standing status.[/p]
  • [p]Added new Tindrem Arena Bankers to both of the “fighter’s quarters” areas on either side of the Arena.[/p][/*]
  • [p]Added red priests to either side of the Arena.[/p][/*]
  • [p]Added Tindrem Arena Sentries throughout the Arena which will only attack criminal players.[/p][/*]
[p]

[/p]

Prominence Upkeep Balance

[p]The hourly Prominence drain for many Territory Control structures has been increased:[/p]
  • [p]Bank T1: 2>40[/p][/*]
  • [p]Bank T2: 3>42[/p][/*]
  • [p]Bank T3: 4>44[/p][/*]
  • [p]Barracks T1: 2>25[/p][/*]
  • [p]Barracks T2: 3>28[/p][/*]
  • [p]Barracks T3: 3>30[/p][/*]
  • [p]Stable T1: 1>20[/p][/*]
  • [p]Stable T2: 2>22[/p][/*]
  • [p]Stable T3: 2>24[/p][/*]
  • [p]General Store T1: 1>20[/p][/*]
  • [p]General Store T2: 2>25[/p][/*]
  • [p]General Store T3: 2>30[/p][/*]
  • [p]Library T1: 1>10[/p][/*]
  • [p]Library T2: 2>14[/p][/*]
  • [p]Library T3: 3>16[/p][/*]
  • [p]Smithy T1: 1>4[/p][/*]
  • [p]Smithy T2: 2>5[/p][/*]
  • [p]Smithy T3: 2>6[/p][/*]
  • [p]Alchemist's Apotheca T1: 1>5[/p][/*]
  • [p]Alchemist's Apotheca T2: 2>6[/p][/*]
  • [p]Alchemist's Apotheca T3: 3>7[/p][/*]
  • [p]Butchery T1: 1>4[/p][/*]
  • [p]Butchery T2: 1>4[/p][/*]
  • [p]Butchery T3: 1>4[/p][/*]
  • [p]Stone Refinery T1: 1>5[/p][/*]
  • [p]Stone Refinery T2: 2>6[/p][/*]
  • [p]Stone Refinery T3: 3>7[/p][/*]
  • [p]Foundry T1: 1>4[/p][/*]
  • [p]Foundry T2: 2>6[/p][/*]
  • [p]Foundry T3: 3>10[/p][/*]
  • [p]Culinarium T1: 1>3[/p][/*]
  • [p]Culinarium T2: 1>3[/p][/*]
  • [p]Culinarium T3: 1>3[/p][/*]
  • [p]Magic Emporium T1: 1>8[/p][/*]
  • [p]Magic Emporium T2: 2>12[/p][/*]
  • [p]Magic Emporium T3: 2>16[/p][/*]
  • [p]Blue Priest Shrine T1: 2>12[/p][/*]
  • [p]Blue Priest Shrine T2: 2>12[/p][/*]
  • [p]Blue Priest Shrine T3: 3>14[/p][/*]
  • [p]Red Priest Shrine: 6>40[/p][/*]
  • [p]Alert Tower T1: 1>12[/p][/*]
  • [p]Alert Tower T2: 2>16[/p][/*]
  • [p]Alert Tower T3: 3>20[/p][/*]
  • [p]Guard Tower T2: 15>16[/p][/*]
  • [p]Guard Tower T3: 18>20[/p][/*]
  • [p]Reliquary: 20>50[/p][/*]
[p]
[/p]

Optimizations

  • [p]Optimized level streaming.[/p][/*]
  • [p]Cleaned up and re-wrote server code to improve performance.[/p][/*]
  • [p]The loading of bank items has been rebuilt to avoid flooding the servers and clients with large amounts of items at once.[/p][/*]
  • [p]Fixed issue with player logins being very expensive for the server causing micro spikes when a lot of players logged in at once.[/p][/*]
  • [p]Optimized the guild member UI so that the game runs smoother even if you are in a large guild and have the UI open.[/p][/*]
  • [p]Greatly optimized the creation and updating of guild member list entries in the UI. Previously this could cause heavy FPS drops if you were in larger guilds.[/p][/*]
  • [p]Optimized the sorting of the guild members UI this caused FPS drops when new members were added to very large guilds.[/p][/*]
  • [p]Sorting of the guild member list now happens when opened, this makes it less costly if the ui is not open and you get updates.[/p][/*]
  • [p]Changed it so that when players are sent their guild members they are always FIRST sent the online members. For very large guilds where it takes a seconds before the entire list is filled this means it is filled with the online guild members first.[/p][/*]
  • [p]Optimized server handling of larger guilds improving server performance.[/p][/*]
  • [p]Fixed issue where the game held references to the game UI and stopped it from being garbage collected when switching between worlds or the main menu causing a memory leak.[/p][/*]

Changes

  • [p]Removed Simple Map from all drops since it fills no function.[/p][/*]
  • [p]Improved input of dragging the game window. Any click or key press will now stop the drag.[/p][/*]
  • [p]Localized the message shown when dragging the game window.[/p][/*]
  • [p]Update scrambler chains, wriggler chains and mandible chains capes, chains are now invisible in first person view.[/p][/*]
  • [p]Increased player-on-player collision radius very slightly to reduce camera-body overlap and clipping. This does not affect collisions against AI or the environment.[/p][/*]
  • [p]Removed kite shield crafting skill book from vendors since they are not in-game yet.[/p][/*]
  • [p]Added invisible one-way walls to Keeps in order to prevent players jumping / boosting over the walls.[/p][/*]

Fixes

  • [p]Fixed missing stats on steam for the latest fatalities.[/p][/*]
  • [p]Fixed issues with some pre-placed buildings duplicating on server restart causing all kinds of issues. This impacted Keeps, Supply Towers, Keep walls etc.[/p][/*]
  • [p]The server will now attempt to fix old duplicated buildings at start.[/p][/*]
  • [p]Fixed several issues with spirit sounds not playing correctly in the etherworld.[/p][/*]
  • [p]Fixed issue where stabling pets while you were mounted on them would cause a ghost collision to stay in the world.[/p][/*]
  • [p]Fixed an issue with the attack directions in the combat tutorial.[/p][/*]
  • [p]Fixed crash that could happen when receiving the account item list after being disconnected.[/p][/*]
  • [p]Fixed rare crash when performing extractions with resources and catalysts.[/p][/*]
  • [p]Fixed crash that happened when the appearance for a building changed from damage or repairs.[/p][/*]
  • [p]Fixed minor issues that logged internal warnings for heraldry designer, on initial load, when no designs were present in the list.[/p][/*]
  • [p]Fixed issue where the subtle resurrect particle effects would not appear on some player meshes.[/p][/*]
  • [p]Fixed issue where the game window would not stop being dragged when the application lost focus from alt+tab or other events.[/p][/*]
  • [p]Fixed issue where the game window could be dragged behind the taskbar or outside the monitor region.[/p][/*]
  • [p]Fixed issue where extracting ore and being far away or being dead when it triggered would not take your mastery or region buffs into account.[/p][/*]
  • [p]Fixed main menu screen showing up for half a second before the intro movie plays.[/p][/*]
  • [p]Fixed loading screen showing the wrong message after logging out to the main menu.[/p][/*]
  • [p]Fixed an issue that caused wars that were canceled to return on server reboot.[/p][/*]
  • [p]Fixed an issue where a guild that had war declared on them could start a siege against the war declaring guild but still allowed for the war to be cancelled. Now the war should not be able to be cancelled while a siege is pending or active between the guilds.[/p][/*]
  • [p]You can no longer enter a vehicle without crim actions enabled.[/p][/*]
  • [p]Fixed issue where spawning from an ether portal and dying to guards instantly would cause you to not lose spirit boxes.[/p][/*]
  • [p]Fixed an issue where logging in with trinkets which gave you attributes would not always update the affected skills properly.[/p][/*]
  • [p]Fixed issue with magic combat not correctly reporting the final damage.[/p][/*]
  • [p]Fixed some buffs and debuffs not being affected by the debuff duration and buff duration orbs.[/p][/*]
  • [p]Fixed issue that made guildflagged houses that got destroyed generate territory while they were in the destroyed state. Houses now instead lose their guild flag as soon as they are destroyed.[/p][/*]
  • [p]Add logout prevention to the cave close to the ocean in Necromancer dungeon.[/p][/*]
  • [p]Increased the amount of Dile gained from pickables substantially.[/p][/*]
  • [p]Fixed an issue which caused combat inputs initiated during a fatality to be ignored once the fatality ended. You can now for example hold to block while performing a fatality animation and once it ends your character will begin the inputted action, unless you are using legacy combat.[/p][/*]

Known Issues

[p]
[/p]
  • [p]Some of the new event AI are spawning too close to / inside each other.[/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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