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Mortal Online 2 - хардкорный камбэк
Автор темы: coticus
Дата создания: 25.01.2020 23:59
Re: Mortal Online 2 - хардкорный камбэк
Сообщение от Tullus Aufidius:
какой фри пресет скачать с эпик стор?
если бы.
Там на самом деле много механик, которые могут сильно поменять геймплей или упростить его, но не в том плане что "оказуалеле", а просто возможность сделать удобней для игрока, как например система ветеранов, где будет возможность увеличить поинты, чтобы можно было выучить больше скиллов или второй слот для персонажа.
Хотят сделать арену с рейтингом, но я к этому скептически отношусь, так как всё это будет работать коряво и многие найдут абьюз 100%, где будут друг другу переливать поинты.
Так же мечтатель хенрик хочет сделать какой-то режим аля Dark&Darker, но это опять же бред сивой кобылы.
Лодки, тележки и прочий треш он обсуждает уже 4 года, смешно просто.

В общем многие фичи из МО1 он не в состоянии просто перенести в МО2 и это конечно фиаско. Такое ощущение что над игрой реально работает только один человек.

🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
Аватар для Tullus Aufidius
GeneralOfTheVolscianArmy
Регистрация:
13.01.2010
GoHa.Ru - 10 лет Победитель конкурса
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Re: Mortal Online 2 - хардкорный камбэк
Сообщение от pakostnyi:
если бы.
Там на самом деле много механик, которые могут сильно поменять геймплей или упростить его, но не в том плане что "оказуалеле", а просто возможность сделать удобней для игрока, как например система ветеранов, где будет возможность увеличить поинты, чтобы можно было выучить больше скиллов или второй слот для персонажа.
Хотят сделать арену с рейтингом, но я к этому скептически отношусь, так как всё это будет работать коряво и многие найдут абьюз 100%, где будут друг другу переливать поинты.
Так же мечтатель хенрик хочет сделать какой-то режим аля Dark&Darker, но это опять же бред сивой кобылы.
Лодки, тележки и прочий треш он обсуждает уже 4 года, смешно просто.

В общем многие фичи из МО1 он не в состоянии просто перенести в МО2 и это конечно фиаско. Такое ощущение что над игрой реально работает только один человек.
а почему бутылко рояль умер? чё они его в МО2 не запихнули как развлекуху?

Re: Mortal Online 2 - хардкорный камбэк
Сообщение от Tullus Aufidius:
а почему бутылко рояль умер? чё они его в МО2 не запихнули как развлекуху?
Да кому он нужен был. Он сдох сразу же.

🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
Re: Mortal Online 2 - хардкорный камбэк


Страница МО2 в ЕГС

🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
Re: Mortal Online 2 - хардкорный камбэк


MO2 доступна для покупки в EGS

🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
Re: Mortal Online 2 - хардкорный камбэк
На Twitch стартовали дропсы для МО2. Чтобы их получить, нужно привязать твич аккаунт к учетной записи на сайте mortalonline2.com


🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
Re: Mortal Online 2 - хардкорный камбэк
Патч 2.0.0.14


What’s New?
  • Krampos is back in Tindrem for the holidays and is sharing free raffle bags. Find the burned building in Tindrem and grab some bags for the chance to get something unique for this event.
  • Added new points of interest.
  • Added buildable bridges over some rivers.
  • Added NVIDIA Reflex Low Latency and DLSS Frame Generation to the game settings for supported GPUs.

Movement and Combat
  • Increase stamina gained on parries up to 15 (previously 10).
  • Parrying with a shield no longer grants stamina.
  • Fixed a few bugs where you would permanently block until doing another block. For example doing a block and opening a chest would get the player stuck in a block state.

Mounts and Pets
  • Multiple changes were made in an attempt to solve the “player gets launched into the air on dismount”bug. This bug is tricky to reproduce on demand and we had to use player recordings to figure out the cause. Please send a bug report if you still experience the issue after this patch.

Flags and Standing
  • Fixed a bug allowing you to loot players you were dueling.
  • Fixed issue for players who logged out as murderers would still be considered murderers upon login, even if they were below an updated minimum required murdercounts.
  • Fixed pets attacking murderers not turning the pet & owner local gray.

Tasks and Bounty Hunting
  • Removed the different bounty tiers.
  • You will now get a completely random murderer instead of one with murder counts within a range.
  • Updated Hunter task pools for each town to be more regional.
  • You will no longer be eligible for the "Quick Execution" bonus reward of tasks upon death.
  • Fixed bug causing you to gain progress for nonboss tasks if you also had a boss task and someone else got the last hit.

Guilds and Territory Control
  • Fixed an issue that caused the territory of a keep to reset when upgrading its tier.
  • Fixed an issue where Tier2 and Tier3 Guard Towers wouldn’t aggro criminals correctly at all times.
  • Fixed issue with blue TC priests blocking some players from being resurrected. They were checking for a positive standing even if they did not have a nation themselves.

Buildables, Houses and Territory Control Structures
  • Buildings which are still under construction now have their defence scale properly based on how fully built they are. Buildings are now much more vulnerable before they have been fully constructed. After a building has reached 100% health, its defence will stay at 100% until it is destroyed.
  • Fixed a strange texture on Keeps that switched appearance when far away.
  • Fixed issue where some roads were not blocking placement of buildings. Players could for example place buildings on the roads outside Fabernum and the Colored Forest.
  • Fixed an issue causing some buildings to be allowed to be placed too close to other buildings.

Server and Networking
  • Fixed a node crash related to AI targeting behavior.
  • Fixed issue with friend names not correctly working.

Characters, AI and NPCs
  • Sators now have ranged spit attacks.
  • Risars can now use bows when needed.
  • Tweaked Ambush spawners.
  • Decreased the spawn timer for Walking Dead General.
  • Fixed issue where switching between two identical armor parts, but with different materials, would not update the visual mesh. For example switching between a leather and wool part of the same type would update the stats but not what you see on the character.
  • Fixed issue where pet equipment would get artifacts when switching between two different types. For example switching between small and large bags on a bear would leave texture artifacts.
  • Fixed an issue where Forest trolls sometimes spawned on top of trees.

Items and Trinkets
  • Adjusted light intensity on player torches.
  • Blood Kua was reverted to its proper state.
  • Fixed cooking sometimes resulting in broken items.
  • Fixed a bug causing amulets to not give you the correct skill level for child skills upon login until re equipped.

UI and Interactions
  • Added new icons for Hunter and Warden task item.
  • Increased font size of guild name when targeting players.
  • Updated the UI messages for gathering, mining and woodcutting to be different from each other.
  • Updated the outlines of the nation and lawless zones in the map.
  • Fixed issue with whispers and friend names not always working.
  • Fixed issue where you would only get a message once when gathering or mining a resource, even though you were obtaining resources.
  • Fixed issue where UI did not properly update when attributes change. This includes attributes gained by trinkets.
  • Fixed holding shift while right clicking sometimes not opening the 'split window'.
  • Fixed a bug causing equipped items to disappear from the paperdoll if you moved them around just before equipping.
  • Fixed crash that could occur when trying to place a decoration in a house.
  • Fixed crash in the paperdoll when stats would update.
  • Fixed issue where the territory circles on the world map displayed incorrect sizes and would take a long time to update on login.
  • Fix an issue when items were split etc, they would not be valid for use until reopening the cooking UI.

Lighting, Weather and Environment
  • Removed an invisible wall on a mountain near Morin Khur.
  • Many art updates and fixes in multiple areas of the game. For example light adjustments, floating objects, dark meshes or flickering textures.
  • Fixed issue with the cave entrance being blocked at Cave Camp.
  • Fixed some meshes in tunnels that allowed players to hide inside rocks.
  • Fixed collision on grass in MK sewers that were blocking melee attacks.
  • Fixed a spot in the landscape where players would walk half way below ground.
  • Fixed issue with rocks and river textures being pixelated in the southern steppe.
  • Fixed gaps in Morin Khur and the Jungle where players could get stuck.
  • Fixed holes and gaps in the Rat tunnel and Mino and Necro dungeon floors.
  • Fixed water effects disappearing from spouts in Tindrem sewers.
  • Fixed missing collision on a fence.
  • Fixed blurry texture on roads outside Tindrem and Fabernum.
  • Fixed missing lightning strike effect.

Game Performance
  • Fixed issue where opening a UI window, like the pets window, would cause a loading stall.
  • Applied a patch from Epic to fix the issue where landscapes would lose collision when moving far distances like returning to priest. This patch allows us to restore some engine garbage collection settings that should reduce stutter when traveling in the world.

Known Issues
  • Several issues got introduced after upgrading Mortal Online 2 to UE5, some of which are listed below. We are working on identifying and solving the root cause for these issues.
  • The game crashes in the engine landscape system, often when teleporting to a priest over long distances.
  • The game sometimes freezes for several seconds.
  • Some players are experiencing extremely long streaming times causing parts of the world not to load in when moving around (missing landscapes, low resolution meshes and textures, etc).



🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
Re: Mortal Online 2 - хардкорный камбэк
Патч 2.0.0.26

Изменили немного боёвку, добавили новый данж, добавили AMD FSR3, изменили фарм в спиритизме, разные фиксы и самое главное, изменили визуально "бронированную лошадь" как написал @Zan в своей прошлой новости, который видимо изучал в школе немецкий язык, потому что даже для пятиклассника будет понятно, что Heavy horse armor переводится как тяжёлая броня для лошади


Notable Changes
  • A new dungeon, the Undercroft, can now be found somewhere in the middle of Myrland.
  • Krampos has left Tindrem and will be back again next winter.
  • Added support for AMD FSR3 Upscaling and Frame Generation in the game settings. This is supported by all GPUs. Frame Generation requires DX12.
  • Fixed issue with the Epic Games Store version of the game not correctly saving UI settings.
  • Multiple changes have been made to improve both level streaming delays and game freezes. We are working actively to improve these issues.
  • The visual appearance of the heavy horse armor has been replaced.
  • Updated large parts of the spirit farming experience.

Etherworld Combat
  • You can no longer attack the body of a spirit if it still has active orbs.
  • Spirits now stop attacking their target if the target is banished.
  • Spirits now make a sound and have an effect when they appear.
  • Spirit orbs now have an effect and a sound when they charge their attack.
  • Spirit orb now reacts more when you cancel their attack.
  • Spirits now have better targeting.
  • Target timers for spirit orbs are now less random.
  • Spirits now play an animation when they have no orbs left.
  • Spirits now have better effects when they are removed.
  • Fixed issue where spirits would sometimes attack without the effect.
  • Fixed issue that made spirits less aggressive if there were banished players around.
  • Fixed some issues with the spirit particles.
  • Spirits no longer teleport.
  • Spirit Kau is no longer split between each orb.

Movement and Combat
  • Charging an attack until the charge circle blinks will now allow for a feint while maintaining the charged power. We will be keeping a close eye on this new combat mechanic for any necessary balance adjustments.
  • Increased one handed weapon miss recovery time to 500ms (was 360ms).
  • Increased Counter Reduction damage mitigation from 40% to 60%.
  • Increased swing normalization time slightly. This allows clients to sync attack animations better and will result in higher ping players experiencing less attacks going through parries.
  • Reduced the duration for disabling input while switching weapons and shields.
  • Added better handling of players going out-of-world-bounds.
  • Fixed rare issue that made weapons invisible for a short time after equipping a bow.
  • Fixed an issue where bows didn't do damage.

AI
  • Removed default behavior for AI with bows that made them keep their distance to their target by moving away from the player. Some AI will still use this behavior though.
  • AI with both melee and ranged equipment should now switch to melee equipment more often when players come close to them.
  • Reworked AI ranged attack code, they will now miss like intended. 10% miss rate at 50% of max range, and up to 60% miss rate at 100% max range.
  • Fixed issue with enemies getting stuck doing nothing if their target moved out of range while they were charging their bow.
  • Spawners can no longer spawn inside of houses or territory structures.
  • Fixed an issue where traps/boss doors were being triggered when they should not have been.

UI and Interactions
  • Players that use /droploot with no items to drop will no longer drop an empty loot bag.
  • Fixed issue with language options impacting what commands you could use in the chat, for example emotes did not work while having language set to Swedish.
  • Fixed issue where pickable field instances could get stuck in a visible state despite being removed. This happened with the pickable bags during the Krampos event.
  • Fixed bug where aiming with a siege machine would continue to rotate slowly despite being aligned with the crosshair.

Magic
  • You will now gain XP for the magic school you are currently using based on the mana cost of the spell. This makes leveling magic schools much faster.
  • Updated tracing to improve aiming while using spells.

Attributes, Skills and Clade Gifts
  • Full Khurites, Sidoians and Kallards total attribute point pool was increased to 474.
  • 'Stalker' Clade Gift should now work as intended and reduces the range at which you can be spotted by 30% (does not apply to guards) and decreases aggro generated by 10%.
  • Thursar clade gift 'Adamant' is now a togglable buff, you can freely toggle this on and off. The toggle has a 10 second cooldown.
  • Passive regen now ticks every 6 seconds from 0-1 instead of every 60 seconds from 0-10.

Mounts and Pets
  • Mount boost mode no longer turns off automatically.
  • Rider and passengers of a mount will now be knocked down upon abandoning the mount.
  • Reduced the duration for disabling input while mounting and dismounting.
  • Fixed issue causing pet equipment not to give defenses after crossing node lines.
  • Fixed an issue where mount stamina updates were inconsistent over time.
  • Fixed an issue where using the boost while riding a mount would drain too much stamina.
  • Fixed bugs where beast mastery buffs related to mount riding would sometimes last for too long.

Buildables, Houses and Territory Control
  • Guild NPCs that are killed now respawn after 20 minutes instead of 5 minutes.
  • Supply tower guild defense provided was reduced from 3% to 2%.

Lighting, Weather and Environment
  • Multiple fixes to landscapes, floating objects and some cleanup in dungeons.

Game Rendering and Performance
  • Updated engine settings to reduce image smearing and improve sharpness.
  • Made several changes to how items are handled on the server and the client, greatly reducing the performance cost of item handling.
  • Changed game compression settings and package structure to reduce disk read delays to improve game streaming. This greatly reduces the installation size but adds some CPU cost to the background threads. This will also cause future patches to download more data.
  • Change max FPS to be controlled by NVIDIA Reflex (when enabled) instead of by the engine. This means that if you have max FPS set at 60 and enable Frame Generation, it will respect that limit instead of doubling max FPS to 120. This also fixes an issue where Frame Generation would get framerate stutter in some scenes when locking the FPS.
  • Disabled multithreaded generation of creature fur to see if it is the cause for the game locking up several seconds for some players.
  • Fixed a rare client crash.
  • Fixed a crash when updating bow animations.
  • Made several large improvements on the server that should improve stability and greatly reduce server stalls.

Known Issues
  • Several issues got introduced after upgrading Mortal Online 2 to UE5, some of which are listed below. We are working on identifying and solving the root cause for these issues.
  • The game sometimes gets invisible landscape patches. You can still run on them normally.
  • The game sometimes freezes for several seconds.
  • Some players are experiencing extremely long streaming times causing parts of the world not to load in when moving around (missing landscapes, low resolution meshes and textures, etc).



🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
Re: Mortal Online 2 - хардкорный камбэк
Открыт тестовый сервер.

Патч 2.0.0.32 PTR


Notable Changes
  • Characters that relog while still in the world will now be instantly shown to other clients, instead of vanishing temporarily while loading in.
  • Equipment hits to shields now drain stamina. The amount of stamina drained scales with the damage left over after it has been reduced by shield’s defense. This change is one part of a larger shield balance overhaul, with more changes to come in a future patch.
  • Fixed rare issue where spawners would simply stop spawning. This will hopefully address the issues with many spawners on Myrland not behaving correctly.
  • Supply Lines now only provide a maximum of +20% Guild Defence regardless of how many your guild controls. This is a very small part of a much more significant overhaul of the Guild Defence mechanic, which will come in a future patch.
You can read about some of the changes we are working on for future patches in the latest Into the Vault post here on our website.


Etherworld Combat

  • Player ether particles are now adjusted to be less intrusive on the screen.
  • Increased the chance for flux drops on spirits with more orbs.
  • Optimized the spirits.
  • Tweaked the range of spirit attacks.
  • Added extra checks to make sure the correct amount of orbs spawn with each spirit.
  • Spirit orbs that have been just created will no longer instantly all start attacking you. Instead they start their attack pattern one by one reducing the risk of them instantly draining all your Kau.
  • Amount of spirits dropped is now split between all damage dealers. If you and your friend each dealt 50% of the total damage you get 50% of the spirits dropped. Both of you have a chance to gain flux but the chance also scales with the amount of total damage done. The spirits will drop after you attack the body of the spirit when all orbs are destroyed, so make sure you have ‘Expel Spirit’ active when you finish the fight.
  • Spirits no longer spawn in houses.
  • Catching spirits now better fills up spirit boxes. Instead of choosing the first spirit box with any free space and wasting any excess, it now fills the spirit box with the most space left.
  • You now need to catch at least 1 spirit to have a chance to get flux.
  • There are now effects and sounds when you catch spirits.
  • There are now effects and sounds when you gather flux.
  • Transcendental Seance now uses spawned AI instead of any AI for its calculations.
  • Slightly tweaked the calculations for Transcendental Seance.
  • Taking Kau damage in the ether now triggers damage indicators.
  • Fixed bug where tapping attack would deal more damage to spirit orbs than holding a steady aim.
  • Raised the max level of spirits.
  • Moved spirits orbs up a bit to avoid them going behind the spirit during combat
Movement and Combat

  • Equipment hits to shields now drain stamina. The amount of stamina drained scales with the damage left over after it has been reduced by shield’s defense.
  • Fixed an issue that could cause the attack speed of a former weapon to persist when entering combat with a new weapon.
  • Fixed a bug that could cause the charge speed to be increased for a short time.
AI

  • AI should now spawn again in the cave near Meduli.
  • Spawners can no longer spawn inside of houses.
  • Added better ways for spawners to keep track of their spawned avatars.
  • Fixed rare issue where spawners would simply stop spawning. This will hopefully address the issues with many spawners on Myrland not behaving correctly.
UI and Interactions

  • Fixed arrows stacking with equipped arrows.
  • Added a new UI element, the “Item Feed”, which will display items obtained for a duration, and then fade out. We wanted to modernize our UI related to obtaining items and clean up the chat box a bit.
  • Fixed issue where in rare cases you would lose money if you paid for something and some of your money was in bags.
Buildables, Houses and Territory Control

  • Supply Lines now only provide a maximum of +20% Guild Defence regardless of how many your guild controls. We are working on a much more significant overhaul of the Guild Defence mechanic, which will come in a future patch.
Lighting, Weather and Environment

  • Fixed problem that caused projectiles to be stuck in invisible walls in some places of the Celaeno Cave.
  • Fix collision problem on a rock outside Tindrem.
  • Some optimization for Undercroft dungeon.
Game Rendering and Performance

  • Improved level streaming to make sure landscapes load correctly.
Known Issues



Several issues got introduced after upgrading Mortal Online 2 to UE5, some of which are listed below. We are working on identifying and solving the root cause for these issues.
  • The game sometimes gets invisible landscape patches. You can still run on them normally.


🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
Re: Mortal Online 2 - хардкорный камбэк
Представлена дорожная карта, которая будет дополняться другими фичами из голосования.


🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
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Re: Mortal Online 2 - хардкорный камбэк
Сообщение от Kitezh:
Представлена дорожная карта, которая будет дополняться другими фичами из голосования.

Второй слот персонажа что из себя представлять будет? Одновременное чтение книг?

Aeternum Discoverer
Re: Mortal Online 2 - хардкорный камбэк
Сообщение от Redrick:
Второй слот персонажа что из себя представлять будет? Одновременное чтение книг?
Два перса на акк.
В МО1 было четыре.

🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
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Re: Mortal Online 2 - хардкорный камбэк
Сообщение от Kitezh:
Два перса на акк.
В МО1 было четыре.
Книги они в офлайне одновременно читают или нет?

Aeternum Discoverer
Re: Mortal Online 2 - хардкорный камбэк
Сообщение от Redrick:
Книги они в офлайне одновременно читают или нет?
Не помню таких ограничений. На всех персах книги читались одновременно как и в Еве.
Думаю в МО2 будет так же без изменений.

🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
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Re: Mortal Online 2 - хардкорный камбэк
Сообщение от Kitezh:
Не помню таких ограничений. На всех персах книги читались одновременно как и в Еве.
Думаю в МО2 будет так же без изменений.
Одновременное обучение в Еве ввели за-баблос после того как я ушел (2012). Уточни, как обстоят дела с одновременным обучением 2ух персонажей в мортале?

Aeternum Discoverer
Re: Mortal Online 2 - хардкорный камбэк
Сообщение от Redrick:
Одновременное обучение в Еве ввели за-баблос после того как я ушел (2012). Уточни, как обстоят дела с одновременным обучением 2ух персонажей в мортале?
Я уже написал что в МО1 не было ограничений таких.

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Re: Mortal Online 2 - хардкорный камбэк
Сообщение от Kitezh:
Я уже написал что в МО1 не было ограничений таких.
Ладушки, посмотрим как в во второй части будет -)

Aeternum Discoverer
Re: Mortal Online 2 - хардкорный камбэк

Патч 2.0.26


What’s New?This patch brings the promised features of Sprint 1 on our latest Roadmap. It includes a massive update to combat quality of life and fluidity, an overhaul of mount stamina to make traveling the world more seamless, rideable bears and a new dungeon has appeared somewhere in Myrland.
That’s not all however! This is one of our most significant and impactful patches when it comes to gameplay changes.

New Light Armor
  • A new set of craftable light armor is now obtainable.

New Dungeon
  • A brand new dungeon, Melisar’s Vault, has been added to the world!

Combat Mode and Quick Swap
  • A secondary weapon set is added to the character sheet. You can Quick Swap to the second set at any time using the icon or the new keybind in the game settings.
  • You can also quick-equip a weapon from the hotbar or inventory during combat mode.
  • Equipped items in the actionbar are now highlighted. Items equipped in your secondary weapon set have a softer highlight.
  • The slots in the secondary set are considered new equipment slots and are treated the same way as the primary set when updating stats like weight calculations.
  • You can now drag-drop equipment into their dedicated slots to replace them.
  • Changing combat mode is now faster.
  • Changing combat mode or equipment has a 1 second cooldown for changing again.
  • The user can start using weapons 1 second after entering combat mode or switching weapons.
  • Reduced the time it takes to start eating & drinking from combat mode from 2s to 1.5s.

Combat Input Queueing
  • You can now hold down a combat input during an action and the input will register as soon as your current action has ended. This applies to melee, archery and the magic 'Cast Last Spell' / 'Cast Last Spell Self' keybinds. This allows you to do things such as holding your block keybind while mid swing, to automatically start blocking when your swing has ended, as well as cast a spell and hold down your "Cast Last Spell" keybind to automatically cast the spell repeatedly while holding the key.
  • Added a new toggle setting in the Gameplay settings tab called "Feint and Block", which when active will allow you to tap your block keybind to feint while you are charging a swing, or block while idle.
  • You can now hold down your attack keybind and tap the Feint key to auto Feint and start a new attack without releasing your attack keybind.
  • Holding the Feint keybind will now prevent a new attack from starting until it is released.
  • You can now charge an attack from the blocking state.
  • Added a setting in the Gameplay panel for enabling Legacy combat for players who do not want to enable the input queue system.

Ranged Combat
  • You can now hold 50 arrows in your quiver, up from 25.
  • Improved responsiveness with bows by fixing a one frame mismatch between the crosshair and the release of the arrow.

Magic Combat
  • You can now change the target mode of a spell mid charge/casting by pressing "Cast Last Spell" for Target cast and "Self Cast" for Self cast.
  • The crosshair will now show if the spell you are casting is targeting yourself or someone else.
  • Arms are now swaying a bit while moving and casting spells, the same animation as with melee weapons. This is only visual and does not affect aiming.

Melee Combat
  • Weapon durability now affects damage if below 20% durability, down from 50%. There's also a more noticeable change in damage once the threshold is passed.
  • Updated the animations and visual effects for blocks and parries to make them easier to see.
  • Parry effects should no longer end up outside the screen for larger weapons.
  • Shields now gain stamina when successfully parrying. The amount of stamina gained scales with shield weight, where lighter shields gain more stamina than heavy shields.
  • The time a swing is released is now used to define if a hit should get parry attack bonus damage. This should fix the issue of heavier and slower weapons not dealing full damage after a parry.

Mounted Combat
  • You can now mount and dismount while in combat mode.
  • Mounts now all regenerate stamina at the same rate.
  • Mounts now regenerate stamina slowly while in 3rd speed.
  • Mounts now only drain stamina while in 4th speed (boost).
  • Mount armor no longer affects stamina regeneration.
  • Mount swim speed & stamina regeneration is now 1/4 of what it's on land.
  • Mounts have been rebalanced and have different maximum stamina amounts.
  • Swift riding now reduces stamina degeneration by 5%(which only happens during boost mode).
  • Horse ability 'Spur On' now regenerates 100 stamina per second and lasts 2 seconds.
  • Fixed a bug that made melee weapons do way more damage than expected when used on mounts. This was common when jousting with lances.
  • Fixed issue that made lances hit twice from a mount sometimes.

Other Combat Changes
  • Push is now a dedicated button, default keybind B. The old input for push using Block+Attack has been removed.
  • The Push action now costs 10 stamina.
  • Added an extra +10kg of carry weight for everyone.
  • You no longer need to be holding CTRL to eat food or drink potions from the actionbar.
  • Unarmed combat now plays a swing sound.
  • Weapon swings now have a subtle trail effect.
  • Improved the hit effects when hitting a training dummy.
  • Player arms will now avoid intersecting with walls and other characters in first person view.
  • You are now forced out of combat mode if you try to use an unsupported weapon.
  • Fixed a bug where the delay from eating food/drinking potions could be bypassed in combat mode by spamming the consume action.
  • Fixed a bug in mercy mode where the "Hold R to suicide" prompt would flash repeatedly.

Guilds and Territory Control
  • Keep owners now get 80% (up from 50%) of the upkeep from houses in their area added to their treasury every time the house pays upkeep.
  • Players cannot enter supply towers anymore.
  • Fixed an issue that would cause a new guild leader to not be selected when the current one left or disappeared.
  • Fixed an issue allowing members of the same rank to promote/demote each other.

Bear Mounts
  • Black Bears, Brown Bears, White Bears and undead versions from rituals are now mountable except for young bears.
  • Updated the appearance for bear bags to work with mounted players. This update affects the White, Black and Brown Bears and their young, adult and alpha stages.
  • Adjusted movement animations for bears to work better for mounted players.
  • Fixed issue where the movement animations for some bears were sliding on the ground.

Gore
  • Humanoids can now lose limbs when they die.
  • Increased the time dead players and humanoid corpses stay in the world.
  • You can now change how long player bodies stay on the ground with ‘Player Corpse Stay Time’ in the video settings.
  • Non-player humanoids that are killed now stay longer in the world before being despawned.
  • Remade all blood and hit effects in the game.
  • Improved effects and feedback when executing humanoids.
  • Humanoids that get executed with an arrow to the head now react more violently.
  • Humanoids now show an increasing amount of blood on their body the lower their health is.
  • You now get blood added to your body when you execute something or someone.

Mounts and Pets
  • Increased attack distance of the Molva to avoid it standing inside you.
  • Fixed issue where mounts would bob up and down quickly in water when near the surface level.
  • Fixed broken swimming animations for Molva beasts.
  • Fixed issue where the out of world correction did not work for mounted players. The player would be pushed away from the mount instead of correcting the mount itself.
  • Fixed UI bug where you could not right-click pet equipment to unequip.

Characters, AI and NPCs
  • Spawned Illusionist copies will no longer give Glory.
  • Updated attack animations and hit timings for multiple creatures that were too hard for players to read and block.
  • Improved elbow flaring while pushing vehicles and other weird poses due to IK.
  • Improved some IK wobble during combat transitions.
  • Improved animation blending while swinging weapons and looking up or down.
  • Restored the login effect for other players.
  • Remade the spawn animation for loot bags.
  • Fixed an issue with the Campodon Statue vendor where he would accept other items than gold in the trade window.
  • Fixed issue where Rotten Walkers would fall limp to the ground instead of reacting to the killing blow when another player kills them
  • Fixed a navmesh issue in Undercroft dungeon that could get Ai stuck in the roof near stairs.
  • Fixed issue where the death sound of a player would not be heard when killed in mercy mode.
  • Fixed bug where if AI HP regen was zero, AI would not gain health during leash.
  • Fixed bug causing AI HP regen to sometimes not tick as often as it should.
  • Fixed issue where AI did not show an arrow when drawing a bow.
  • Fixed issue with groups of AI that would not fully stop when reaching a player. They would often vibrate back and forth on the spot.

Etherworld
  • Fixed issue where the player arm in the Etherworld would not point in the camera direction when using Kau beams.
  • Fixed an issue where spirit sounds were playing in the living world.
  • Fixed issue with summoned spirits ending up above the caster.

Magic Balance
  • Ember
    • Increased damage from 22-27 to 25-28
    • Decreased cast time from 1.4s to 1.0s
    • Adjusted damage ratio from 75% blunt : 25% burn to be 50% blunt : 50% burn
    • Increased chance to ignite from 10% to 25%
  • Hailstone
    • Increased damage from 22-27 to 25-28
    • Decreased cast time from 1.4s to 1.0s
    • Adjusted damage ratio from 75% pierce : 25% frost to be 50% pierce : 50% frost
    • Increased chance to apply chilled from 20% to 25%
  • Boulder
    • Removed Lodestone Powder reagent cost
  • Torrent
    • Changed Purified Water reagent cost to normal Water
  • Dust Burst
    • Adjusted Granum Powder reagent cost from 2 to 1
  • Stone
    • Adjusted Granum Pile reagent cost from 2 to 1
  • Mending Vapors
    • Changed Purified Water reagent cost to normal Water
  • Scouring Stream
    • Changed Purified Water reagent cost to normal Water
  • Sandspout
    • Removed Lodestone Powder reagent cost
  • Lava Ball
    • Removed Coal reagent cost
    • Increased damage from 22-28 to 28-32
  • Auw Surge no longer hits anything if you cast it on yourself.
  • Fixed an issue that would cause the Elementalism spell Dust Burst to apply a bleed debuff for 0 damage.
  • Fixed an issue that would cause the Elementalism spell Sand Spout to apply a bleed debuff for 0 damage.

Items and Trinkets
  • New players no longer start with the default map since you no longer need an item to see the map.
  • Fixed issue where the Oghmir pipe could be used while eating. Pipe now stops the eating behavior.
  • Fixed issue when drinking potions your "taps to consume" 1 unit didn't count for the first two seconds if you were in combat mode.

Skills and Clade Gifts
  • Fixed clade gift 'Alvarin sight' not showing its cooldown.
  • Fixed issue with mining/woodcutting. Sometimes you would need to redraw your weapon or move away from the attempted gathering spot in order to stop your action from getting cancelled.

UI and Interactions
  • Added key combinations to make using the vendor slider to decide how much you want to buy easier:
    • Holding left alt will switch the range of the slider to 1-500 instead of 1-10k
    • Holding left ctrl will make the values increase in steps of 25
    • Holding left shift will make the values increase in steps of 5
  • Added a button to go to the help center on the main menu.
  • Updated the twitter logo on the main menu.
  • Update the map borders to include cave camp.
  • Improved handling of client disconnect during character select or creation.
  • You can no longer unequip items while dead.
  • Fixed issue where toggling horizontal mode on for action bars would make the top button misaligned.
  • Fixed issue where you could not log back into the game after being disconnected without restarting the game.
  • Fixed issue where some UI elements could get stuck on the screen after logging out.
  • Fixed a visual bug where cooldowns for skills would reset if you un-hover them.
  • Fixed issue where you could interact with other things with "Hold R to ..." while in mercy mode.

Lighting, Weather and Environment
  • Changed the light intensity for placeable camp fires.
  • Updated lighting for many dungeons
  • The Krampos house has been rebuilt.
  • Boss room doors at spider queen are now less transparent.
  • Added missing logout zone at Risar Hideout.
  • You can no longer stand on the wall at the invisible bridge in the necro dungeon. If you fall, you are dead.
  • Fixed light issues in cave north of meduli
  • Fixed light issues in one of the clothos cave entrances
  • Fixed a gap in the mino dungeon
  • Fixed some parts on the Grizzly Extraction device that were rotating when they should not.
  • Fixed flying vegetation in some area
  • Fixed multiple spots where players could get stuck in the landscape.

Frame Generation
  • Added a new window for Frame Generation Settings in the video settings tab with a detailed explanation for each frame generation setting.
  • Frame Generation can now be turned off completely in the engine and is the default setting. This is recommended for users experiencing crashes with frame generation. Frame Generation was previously forced to AMD or NVIDIA. The previous Frame Generation toggle only enabled the generation but did not disable it in the engine.
  • Some users experience GPU crashes with AMD FSR3 Frame Generation. This issue affects multiple games and is not exclusive to Mortal Online 2. Please try the new Frame Generation settings under the AMD method. The crash dumps we receive do not have enough information for us or the team at AMD to isolate the issue. We would be grateful for any feedback by those who are affected in the community.

Game Performance
  • Force engine garbage collection on main map transitions to ensure the UObject count does not explode from logging out and back into the game. Large UObject counts are bad and cause game hitches during garbage collection and can even crash the game if the UObject count gets too large.
  • Some minor adjustments to level streaming performance.
  • Some minor animation optimizations to improve CPU performance.

Server and Networking
  • Optimized server code for auto-stacking items when you pick up a new item.
  • Fixed issue that would create small spikes of delay on certain parts of the server.

Known Issues
  • Some parts of the landscape might turn invisible, but they're still there. We're waiting on Unreal Engine 5.4 to fix this.
  • We are aware of the login issue that some players are experiencing and are focusing on getting it fixed in the coming days with a hotfix.
  • 3rd person player gore is currently not showing as intended, meaning you will not see limbs fall of from another player unless you killed him/her. It does however work for AI.



🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
Re: Mortal Online 2 - хардкорный камбэк

Патч 2.0.4.14

Второй слот для перса, новые маунты, новый данж, небольшие правки по расам, изменения осад.


What’s New?This patch brings the addition of a second character slot for everyone, a new dungeon to explore, new sieging mechanics, more rideable mounts and of course lots of bug fixes, quality of life improvements and balance changes!

Second Character Slot
  • Added a second character slot, now available on all accounts.
  • Second character and main character both share one player house.
  • Removed surname from character creation.

New Dungeon
  • A new dungeon, the Sylvan Sanctum, can now be found somewhere on Myrland.

Siege Changes
This patch includes a new system for how sieging occurs. One of the primary goals of the new system is to increase player participation during sieges, by ensuring both parties have ample time to prepare for and engage with the event.
There are a lot of changes here, and we can't wait to see what you do with them!
Don't forget to give us your feedback about your thoughts and experiences with the new mechanics, as it will help us to improve and refine them wherever necessary.

Managing Sieges
  • A new 'Siege' tab can now be found in the Social UI.
    This new UI tab shows the controls for declaring a siege against another guild, as well as viewing pending and active sieges.
  • You must be rank 6+ (Commander) to declare a siege or respond to a siege declaration.
  • Declaring a siege costs 500 Gold and 10000 Prominence.
  • Finished buildings need to exist for 24 hours before being eligible to receive Siege Protection.

Once a siege is declared, the guild being sieged:
  • Receives a guild-wide fanfare.
  • Can now see the pending siege in their ‘Siege’ tab of the Social UI.
  • Is prompted in the ‘Siege’ tab to choose how many hours they wish to delay the siege window by. The maximum number of hours that can be added is 24. If no hours are added, the siege will start 24 hours after the siege was declared.
  • Must respond to the declared siege within 24 hours or it will start automatically.
  • Once the guild being sieged has responded with the added hours, the response is sent to the guild who declared the siege, a countdown until the siege starts will be visible to both guilds in the ‘Siege’ UI.
  • You can only declare a maximum of 10 Sieges at a time.
  • There is no limit to how many times you can be sieged by other guilds simultaneously.
  • You can not declare a siege against a guild which you already have a pending or active siege with.
  • While a guild has a pending or active Siege, Claiming Stones can not be removed from player houses that belong to that guild. This is to prevent guilds from unclaiming their assets once a siege has been declared.

Starting a Siege
  • Guild members receive a fanfare when the siege window starts and ends.
  • There are two states, protected and vulnerable.
  • While protected, every guilded structure has 100% defence bonus regardless of if it is being affected by a nearby Supply Storehouse or Supply Line.
  • The vulnerability window is 6 hours long, starting from when the siege countdown reaches zero.
  • When entering the vulnerability window, all affected structure defence bonuses are returned to their normal value. (This means if they were being affected by a Supply Storehouse, they will have this defence bonus)
  • When the vulnerability window ends, all affected structure defence bonuses are instantly increased to 100%.
  • If a siege is still ongoing when the vulnerability window ends, the siege is considered a failure and the attackers must try again next time.
  • Structures which are still “Under Construction” are not invulnerable during the protected window.

Crafting
  • Added a new light armor set, “Rustic Garments”.
  • Bear and Taurdog armors are now craftable. Taurdogs use the same equipment as bears.
  • Increased weight of newly crafted tower shields. Existing tower shields will be retroactively updated in a future update.
  • Fixed wrong textures on Risar berserker cape when equipped by a female character.
  • Fixed issue with pet crafting allowing you to be able to craft unreleased equipment in the game. This allowed players to craft bear armors in the previous patch before they were ready for release.

Mounts and Pets
  • Taurdogs and ritual versions are now mountable.
  • Cougars, Panthers and ritual versions are now mountable.
  • Fixed Campodon armor using the wrong icon.
  • Fixed Campodon armor being mismatched when used on the risen version.
  • Fixed a bug where mount passengers could remain in combat mode.

Balance Changes for Mounts
  • Increased Wolf stamina from 1200 to 1300
  • Increased Wolf 2nd speed from 650 to 660
  • Increased Wolf 3rd speed from 800 to 850
  • Increased Wolf 4th speed from 960 to 1008
  • Increased Wolf Rider Weight Capacity from 60-84kg to 85-119kg
  • Risen Direwolf stamina is now 1200 as intended, instead of 1000.
  • Increased Direwolf stamina from 1000 to 1200
  • Increased Direwolf 2nd speed from 640 to 650
  • Increased Direwolf 3rd speed from 790 to 840
  • Increased Direwolf 4th speed from 1027 to 1092
  • Increased Direwolf Rider Weight Capacity from 80-112kg to 100-140kg
  • Decreased Black Bear 3rd speed from 850 to 820
  • Decreased Brown Bear 3rd speed from 820 to 800
  • Increased Brown Bear 4th speed from 1106 to 1120
  • Decreased White Bear 3rd speed from 790 to 780
  • Increased White Bear 4th speed from 1067 to 1092

Risen Pets
  • Added several tooltips in places where you can drop items in slots.
  • Ritual UI now uses hold to Perform Ritual with a short animation.
  • Ritual UI now only closes if a ritual is successful.
  • You can no longer click the Perform Ritual unless you have the minimum required items and skill in the UI.
  • Risen pets that level up now correctly update their health and max health.
  • Fixed an issue where ritual pets would sometimes be killed when moving through nodelines, logging in or taking them out of a stable if you had more than 1.
  • Fixed several minor bugs with ritual pets.

Buildings and Decorations
  • A new trader can now be found somewhere on Myrland.
  • Fixed issue where players could own more than one house. Players that do own more than one house will be contacted by GMs to fix the issue.
  • Reduced build repair with 25%.(Only applied to already finished buildings)

Territory Control
  • Supply Towers no longer provide global Guild Defence.
  • Supply Towers no longer reduce prominence cost.
  • Supply Towers now produce supply for the owning guild every 30 minutes.
  • Structure Guild Defence bonus now increases at a rate of +3% per 30 minutes.
  • Structure Guild Defence bonus now decreases at a rate of -9% per 30 minutes.
  • The maximum Guild Defence bonus gained from each Supply Line has been decreased from 10% to 5%.
  • Added a message about health percent required when you are not able to add a Claiming Stone to a player house due to lost structure health.
  • Reduced 100% health required to 99.9% in order to add a Claiming Stone to player houses, to ignore cases where it's been hit once or twice by a player walking by etc.
  • Guild Guards have been removed from the Barracks and Bank TC structures.
  • Increased the gold and prominence upkeep of TC guard towers.

Spiritism
  • Spirits no longer increase the sell value of spirit boxes.
  • Spirits now spawn further up from the ground.
  • Fixed issue where banishment would retrigger sometimes if you used the home priest option while dead.

Melee Combat
  • Increased the quick swap duration from 1.0 to 1.4 seconds.
  • Changed enter and exit combat durations to 0.7 seconds so that together they equal the duration of a quick swap.
  • Charging a melee attack will no longer be interrupted when touching nearby walls. Swinging the weapon will still hit walls as usual.
  • The charge circle is now fully filled after a parry, when your next attack will be full damage.
  • Fixed issue where left and right weapon swings would sometimes not hit a wall next to the player when it should have.
  • Hitting a dead body no longer counts as a successful hit and will cause the same miss penalty as hitting the ground.
  • Fixed bug if you were knocked off a horse and using a lance, you would be able to use the lance on foot.
  • Fixed an issue allowing you to bypass Recovery of a failed attack with a Block when using Click Drag input for the block. This allowed players to block or charge a new attack immediately after missing a swing.

Magic Combat
  • The character movement capsule has been removed from the "display name targeting" feature. Previously, this capsule caused confusion among players, as the display name would appear when spells should miss their target. Spell targeting never included the capsule. Now, the target display name will only appear when aiming at someone's body to be consistent with spell targeting.
  • Ecumenical spells now release instantly the moment you press release instead of being delayed a brief moment.
  • Simplified magic calculations by eliminating type conversions between integers and floats, avoiding loss of precision. Magic users may notice 1 - 2 points of damage / healing increase as a result.
  • Visual tweaks on magic reflect to make the seam less visible when looking around in first person.
  • Auw surge now deals up to 30% less damage based on distance, scaling linearly.
  • Fixed an issue bypassing the charge time of a spell which allowed players to spam spells.
  • Fixed an issue where spells outside of the quick cast keybinds would be casted with the last used target state instead of the default one, which often resulted in accidental self casts.

Mounted Combat
  • Fixed a bug causing certain vendor weapons to deal unintended amounts of damage while mounted.

Skills and Clade Gifts
  • Armor Training and Heavy Armor Training skills are now equally effective. This change increases Armor Training effectiveness while slightly reducing Heavy Armor Training effectiveness. Players with both skills maxed out will experience no change in armor weight, but those with lower Heavy Armor Training will have a higher armor weight capacity than previously.
  • Heavy Armor Training's prerequisite for the Armor Training skill has been reduced to level 0. This means Heavy Armor Training will no longer become disabled if Armor Training drops below effective level 100.
  • Armor Training & Heavy Armor Training now gain experience no matter if you are encumbered or not, this is to incentivize players to actively play the game while training instead of feeling like they are stuck in town until a certain level is reached in these skills.
  • Oghmir Pipe usage now drains slightly more health reserves.
  • Increased Human clade gift 'Cleric' minimum mana regeneration from 20% to 30%.
  • Added +1kg max armor weight to the Human clade gift 'Well Built'.
  • Fixed a bug with Projectiles where certain damage reduction steps happened twice. This includes passive damage reduction like Oghmir 'Stoneskin', Thursar 'Styganthrope' and Human 'Tactician', but also buffs like Thursar 'Adamant'. For example: A spell projectile which would have had it’s damage reduced from 50 to 25, would instead reduce it to 12.5 when tactician was involved.
  • Fixed an issue where AI dealing magic damage & healing would not take passive clade gifts into account. Such as Thursar 'Styganthrope' (this issue did not happen when ai used projectile spells).
  • Fixed a bug with fishing where swapping weapons would not stop fishing correctly.
  • Fixed a bug causing you to instantly pull up a fish.

AI, Creatures and NPCs
  • Bey Wafa Casters now move slower and shorter distances when attempting to move away from the player.
  • Fixed issue where pets could not path around player houses and instead got stuck on the corners.
  • Fixed issue where AI attacks would not trigger a knockback.
  • Fixed issue where an AI in mercy mode would get a low update rate and look choppy when turning towards the player.

UI and Interactions
  • The game will now show a notice in the character selection screen when you are connected to the Public Test Realm.
  • When gathering from depletable resources you will no longer have to hold down the interact key to continuously gather.
  • Default setting for Attack and Block direction changed to Drag then Click.
  • When cooking, only the main ingredient will now be shown in the name.
  • Fixed a bug where you could not stack items in banks using right-click.
  • Fixed bug where holding R to give up during mercy mode would trigger too early when targeting a player or interactable object.
  • Fixed inconsistent messaging with Haven combat tutor.

Lighting, Weather and Environment
  • Adjusted the lights for player torches and campfires.
  • Fixed issue where water footsteps sounds would not play.
  • Fixed multiple “death traps” in the world where players could get stuck.
  • Fixed elevator glitch in Undercroft dungeon.
  • Fixed missing collision on column in dungeon modules where players could hide inside.
  • Fixed a large hole through a terrain that players jokingly called the portal to exodus.
  • Fixed some issues around the south entrance of Melisar’s Vault.
  • Fixed floor planks at Melisar’s Vault entrance that forced players to jump over them to not get stuck.
    Gore
  • Gore effects updated for zombies and domestic pigs.
  • Fixed a bug where you would not see other players decapitating each other.
  • Fixed an issue where the hair was removed from player characters when decapitating their limbs.

Server and Networking
  • Improved player rotation updates to appear smoother.
  • Fixed several issues with the login server.




🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
Re: Mortal Online 2 - хардкорный камбэк

В новом патче немного проапгрейдили локацию для новичков - хэвен.
Добавили новый данж.
Новый маунт ликатор(из МО1)
Добавили функционал поиска гильдий.
Новые таски.


What’s New?This patch has a huge focus on updating the new player experience, updating and improving many areas of the early game. In this patch we also see the introduction of two new task types, Fishing and Foraging, the addition of build presets to character creation and a new mount, the Lykiator!
Haven
Haven has seen a substantial rework of the starting experience and tutorial steps, with the addition of a taming tutorial for obtaining your first horse, followed by integrating the task systems where new players will complete their first tasks.
Dungeon
The Rat Cave on Haven has also received a decorative touch up, more content, and now also includes a boss to fight at the end.

Guild Finder
We have added a brand new way for players to connect to a new guild and for guilds to find new players: the Guild Finder.
Once you have left Haven you can open the guild finder by pressing G, the guild finder can also be found among the micro tabs in the lower middle of the screen.
Using this tool you can set up search criterias and search for guilds that could suit your style.
Guild Members at rank 8 or above can use the guild finder to setup their Guild Profile, once the profile is filled in other people using the guild finder can find and contact or directly join your guild if allowed.

New tasks
  • Fishing tasks have been added to all cities.
  • Foraging tasks have been added to all cities.

Mounts and Pets
  • Slightly decreased Black Bear unmounted chase speed.
  • Slightly decreased Brown Bear unmounted chase speed.
  • Slightly decreased White Bear unmounted chase speed.
  • Slightly decreased Taur Dog unmounted chase speed.
  • Slightly decreased Wolf unmounted chase speed.
  • Slightly decreased Belbus chase speed.
  • Lowered chance to get knocked down by low riding skill and increased skill gain when knocked down.
  • Added small feedback message for when a pet loses health due to hunger.

Balance Changes
  • Removed the random element when healing using bandages. You will now always heal the same amount between 10
  • 40 health based on your Anatomy skill level. Previously you would get healed in the range of 28
  • 53 when at 100 anatomy skill.
  • Pets now always get healed 30 health (+ 0
  • 10% of it's max health based on your veterinary skill).
  • Note that taking 10+ damage during the bandage effect still significantly reduces the amount healed by bandages.

Trinkets
  • Trinkets that gave skill levels to survival now give levels to swimming instead.

Tasks
  • Renown capped at 300 on Haven
  • Changed the text shown when you get a new task to be more descriptive.
  • Task waymarkers on the horizontal compass now show task progress.
  • Adjusted the spawn rate of most pickable spawners.

Skills and Clade Gifts
  • Capped the maximum Clade Level you can reach on Haven to 8.
  • Fixed an issue where 'time left' for books didn't take the human clade gift for reading into account.
  • Removed chance to not get anything when you are mining or woodcutting
  • Removed all secondary parents from the skill system.
  • Sprinting skill now impacts stamina drain more when sprinting. Stamina drain at 100 skill is unchanged.

Action Skills
  • Removed 'Unarmed Technique' from 'Combat Techniques' parent. 'Unarmed Technique' is now only a child of 'Brawling'.
  • Removed 'Armor Training' from 'Sprinting' parent. 'Armor Training' is now only a child of 'Combat Manouvering'.
  • Removed 'Resistance Swimming' from 'Endurance' parent. It is now only a child of 'Swimming'.
  • Removed 'Mounted Archery' from 'Archery' parent. 'Mounted Archery' is now only a child of 'Controlled Riding'.
  • Removed 'Mounted Combat' from 'Melee Combat' parent. 'Mounted Combat' is now only a child of 'Controlled Riding'.
  • Removed 'Poleaxes' from 'Spears' & 'Axes' parents. 'Poleaxes' is now a child of 'Melee Combat' like the other weapon groups.
  • Changed 'Poleaxes' to now be a Primary skill.
  • Removed 'Poleswords' from 'Spears' & 'Swords' parents. 'Poleswords' is now a child of 'Melee Combat' like the other weapon groups.
  • Changed 'Poleswords' to now be a Primary skill.
  • Removed 'Active Regeneration' from 'Resting' parent. 'Active Regeneration' is now only a child of 'Endurance'.
  • Removed 'Meditation' from 'Resting' parent. 'Meditation' is now only a child of 'Vitalism'.
  • Removed 'Resting' skill and made the effective 100 default behavior. All new characters will now rest with full effectiveness.
  • Removed 'Unarmed Blocking' skill.
  • Removed 'Blocking Endurance' skill and made level 100 the default behavior.
  • Removed 'Momentum' skill and made level 100 the default behavior.
  • Removed 'Combat Movement' skill and made level 100 the default behavior.
  • Removed 'Feint' skill and made level 100 the default behavior.
  • Removed 'Damage Assessment' skill.
  • Increased 'Anatomy' experience gained from using a bandage to 90.
  • Removed 'Swimming' from 'Survival' parent. 'Swimming' is now a child of 'Athletics'
  • Changed 'Swimming' to now be a Primary skill.
  • Removed 'Survival' skill.
  • Moved 'Combat Balance' skill to now be a child of 'Balance'
  • Moved 'Balance' skill to now be a child of 'Athletics'
  • Removed 'Footspeed' skill and made level 100 the default behavior.
  • Removed 'Breathing Technique' skill and made level 100 the default behavior.

Profession Skills
  • Removed 'Alchemical Dissolvents' from 'Alchemy' parent. 'Alchemical Dissolvents' is now only a child of 'Petrology'.
  • Removed 'Alchemy Contraptions' from 'Alchemy' parent. 'Alchemy Contraptions' is now only a child of 'Crafting Appliances'.
  • Removed 'Cuprite Lore' from 'Alchemy' parent. 'Cuprite Lore' is now only a child of 'Alchemical Mineralogy'.
  • Removed 'Arthropod Produce Lore' from 'Arthropoda' parent. 'Arthropod Produce Lore' is now only a child of 'Animal Materials'.
  • Removed 'Honey Lore' from 'Arthropoda' parent. 'Honey Lore' is now only a child of 'Arthropod Produce Lore'.
  • Fixed duplicate of 'Honey Lore' under 'Arthropod Produce Lore'.
  • Removed 'Wool Lore' from 'Textile Lore' parent. 'Wool Lore' is now only a child of 'Fur Lore'.
  • Removed 'Ironwool Lore' from 'Textile Lore' parent. 'Ironwool Lore' is now only a child of 'Fur Lore'.
  • Removed 'Asymmetrical Bow Crafting' from 'Recurve Bow Mechanics' parent. 'Asymmetrical Bow Crafting' is now only a child of 'Long Bow Crafting'.
  • Removed 'Axe Crafting' from 'Blunt Weapon Crafting' parent. 'Axe Crafting' is now only a child of 'Basic Blade Crafting'.
  • Removed 'Silk Lore' from 'Textile Lore' parent. 'Silk Lore' is now a child of 'Arthropod Produce Lore'.
  • Removed 'Ironsilk Lore' from 'Textile Lore' parent. 'Ironsilk Lore' is now a child of 'Arthropod Produce Lore'.
  • Removed 'Bloodsilk Lore' from 'Textile Lore' parent. 'Bloodsilk Lore' is now a child of 'Arthropod Produce Lore'.
  • Changed 'Arthropod Produce Lore' to now be a Primary skill.
  • Removed 'Cotton Lore' from 'Textile Lore' parent. 'Cotton Lore' is now a child of 'Botany'.
  • Removed 'Textile Lore' skill.
  • Removed 'Recurve Bow Mechanics' from 'Composite Bow Composition' parent. 'Recurve Bow Mechanics' is now a child of 'Decurve Bow Mechanics'.
  • Removed 'Composite Bow Composition' from 'Bowyery' parent. 'Composite Bow Composition' is now a child of 'Self Bow Composition'.
  • Removed 'Alchemical Mineralogy' from 'Petrology' parent. 'Alchemical Mineralogy' is now a child of 'Mineralogy'.
  • Removed ‘Reading’ skill and made level 100 the default behavior. All new characters will now read with full effectiveness.
    AI, Creatures and NPCs
  • Taur Dog animations have been adjusted to better sync with animation and damage.
  • Added better support for ambush spawners.
  • AI spawned using ambush spawners now also shows a compass marker when you have an active task to kill them.
  • Removed flee chance from Bandit Leaders.
  • Fixed the small leash radius of a certain Risar camp.
  • Improved group fleeing behavior to avoid AI "loop fleeing"
  • Improved fleeing AI that reaches their leash limit.
  • Equerry is now called Stable Master.
  • Taskmasters now sell more basic items for their task coins.
  • Reworked the ambush spawner code.
  • Chicken and pigs are now easier to tame.
  • Tweaked ambush spawners to not spawn in cities and dungeons.
  • Removed push from undead attacks.
  • Added a small message for when your pet is low on loyalty and should be cared for.

UI and Interactions
  • Added a new starting panel in character creation for selecting premade builds. Using the freeform character creator is still possible via the 'custom build' option.
  • Added a new UI, the Guild Finder.
  • Added a togglable state for weight that consists of ‘Locked’, ‘Decrease’ and ‘Increase’ states. Locked will cause you to never gain or lose weight (your max health reserve can not change), Decrease means weight can only decrease, and increase means weight can only increase.
  • The loading screen tips have been updated with more useful tips.
  • Added many new entries to the Journal which were previously empty.
  • Updated Journal entries for every town to be more descriptive.
  • Added Journal to the micro tabs (default keybind J).
  • Added Guild Finder to the micro tabs (default keybind G).
  • Update the guild member statistics tooltip.
  • Fixed a description error in the reputation tab.
  • Adjustments to character positions in main menu
  • Updated the TC siege window UI art.
  • Updated Task system UI.
  • Added a different message when trying to ride when encumbered, based on armor or inventory weight encumbrance.
  • Fixed brief game freeze related to initialization of keybinds during game startup and when changing game options.
  • Fixed an issue with the Guild Window/Territory Window not displaying information.
  • Changed how markers on the compass look and act.
  • Fixed an issue where "Auto gathering" would start before fully finishing the interaction circle once.
  • Tutorials now highlight micro tabs.
  • Vendor items with long names now clip instead of scale.
  • Task/Tutorial tracker is now darker.
  • Opening most crafting UI's now require you to hold R for 0.25s instead of 1.0s
  • Opening most NPC UI's now require you to hold R for 0.25s instead of 1.0s
  • Minor tweaks to the look of the social window.
  • Added a large amount of pictures (thank you ATC Forgiven) to the journal.
  • You no longer have to be friends to whisper another player.
  • Added option to only show whispers from friends and guild members in the settings
  • Journal discoveries like dungeons now show up on the map once found. These will show information from the journal when hovered.
  • Updated the fanfare you get when you gain a clade level or add something to your journal etc.
  • Fanfare can now highlight the microtabs in the lower center of the screen to indicate that you for example have unspent clade levels.
  • Updated the map UI so that it no longer zooms by simply making the entire UI larger.
  • If you are close to a taskmaster it now always shows on the compass.
  • Added a lot more languages to the guild finder.
  • You now get fanfare when completing a tutorial type.
  • Updated a lot of journal entries.
  • Added so Vendors that only take specific items as payment will now not take more items than needed to pay for what you are buying from them.
  • Fixed an issue where Tasks could be brought from Haven to Myrland.
  • Tutorial and task markers now show up on the map.
  • You can now discover individual entries in the journal even if they do not have separate journal entries. For example you get discovery for each spider cave but there is just one journal entry.
  • Updated the UI when you leave Haven.
  • Fixed a bug that made it so that you could not take out items when moving them from Haven to Myrland.
  • You can now bring any quantity of equipment from Haven to Myrland.
  • You can now bring 10G instead of 3G from Haven to Myrland.

Keybinds
  • Added keybind profiles. Existing keybinds will be reset to use the new profile system.
  • You can add/change/rename profiles in the game options. Keybind profiles are saved in GameUserSettings.ini.
  • You can associate a preferred profile with your Main and Second character. The game will auto
  • switch to the preferred profile when you login.

Sound and Audio
  • Fixed vendor sounds not being affected by the volume slider.

Lighting, Weather and Environment
  • Fixed a bug where parts of dungeons would not be fully loaded when logging in causing players to fall through the world.
  • Fixed bug where some rooms in dungeons would randomly not appear to the player no matter how long they waited nearby.

Server and Networking
  • Added localized server regions for dungeons to improve client and server performance. Players will no longer retrieve updates from the server for things like characters and loot from inside the dungeon when outside on the surface and vice-versa. This is only applied to the Tindrem Sewers for an initial run. It will be applied to the rest of the world in the next patch.
  • Pets cannot be given commands across server regions. This means that a pet inside a dungeon can no longer receive commands by a player outside a dungeon. This change only applies for Tindrem Sewers in this patch and will apply to all dungeons in the next patch.
  • Fixed issue with player movement updates that caused excessive rubberbanding during network lag. Players with bad network connections moved erratically and were hard to fight in battles.
  • Fixed issue where secondary characters that claimed an account reward would have that reward removed after a certain time.
  • Removed AFK kick timer.
  • Fixed a couple of rare node crashes.

Art
  • Add a cliff back that was removed by mistake in the northern parts of the world.
  • Fixed beard being removed by the rustic garments hat.
  • Various environmental fixes.
  • Several collision Fixes on various objects and pillars.

Optimizations
  • We have optimized multiple parts related to character animations and meshes to improve CPU performance when many characters are present.
  • All character animations are now compressed using the engine ACL plugin. The previous update with ACL was only partially applied to the game.
  • Applied the engine animation budget allocator to character meshes.
  • Animation logic adjustments to reduce the need for animation sampling.
  • Reduced CPU usage for the paper doll character by disabling its collisions.
  • Cleanup of unused and deprecated anim curves.

    Engine
  • Updated AMD FSR plugin to version UE5.3 3.0.4.
  • Updated NVIDIA DLSS plugin to UE5.3 3.7.0b (DLSS DLL version 3.7.0.0).
  • DLSS preset changed from Preset C to Preset E.

Bugs
  • Fixed being able to buy items & create buy orders on the broker using stolen gold.



🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
Re: Mortal Online 2 - хардкорный камбэк
Стартовали дропсы на Твиче, которые будут доступны до 6 июня.
Можно получить уникальную накидку.


🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
Re: Mortal Online 2 - хардкорный камбэк
Тестовый сервер запущен на несколько дней.

Our latest update is going live shortly on the PTR server for early testing!

This patch introduces the Mastery System, which allows for more detailed customization and progression of your character via earning levels and spending points in a new tree. This new system is rather large and complex, and is where we would appreciate the most feedback and attention during this PTR.

The patch also includes a newly rideable creature, the Wisent, along with craftable Wisent bags.

We also have a brand new dungeon to explore in this patch, however as always it is not present in this PTR.

Lastly, there is a new medium armor set in this patch called “Kallardian Banded”. We are still fine tuning the stats at the moment so it will not be craftable on the PTR.

Mastery System
After reaching clade level 20, any Glory that your character earns will contribute to your Mastery Experience. You can open the Mastery System by pressing “Y” or using the micro tab at the bottom of your screen once you have reached level 20.

You can unlock 1000 levels of Mastery and spend 110 Mastery Points on 440+ different mastery Gifts. Levels beyond 110 currently unlock titles.

To unlock a Mastery Gift simply hold down the left mouse while hovering it in the tree. Some Mastery Gifts require an item to unlock and you can only unlock a gift if you have unlocked its parent gift first.

You can at any point refund a Mastery Gift and get your Mastery Point back by holding the left mouse button on an unlocked gift with no unlocked children. This requires you to have one Shard Of Oblivion that will be spent when you refund the gift.

Each clade has a slightly different Mastery Tree but most of the gifts are shared between all clades.

When testing, know that many of the Mastery Gift values may change between now and when the patch goes live.

The amount of clade experience gained when earning Glory has been heavily increased on the PTR to reduce the time it takes to get to level 20, along with the amount of Mastery experience gained to allow for easier testing.

Certain aspects of the Mastery system require items, which can be obtained on the PTR via the Material Supplier NPC who will be spawned in each town. To use them, first purchase “Money Milk” from the Material Supplier and sell it back to the NPC for gold which you can use to purchase the Mastery items “Shard of Oblivion” and “Elixir of Aptitude”.

Mounts and Pets
Wisents are now rideable and have craftable bags.
Reduced the pet point cost of Wisents to be closer to horses.
Reduced the Taming skill required to tame a Wisent to be closer to horses.
Fixed an issue where cougars Precise Bite animation did not play.
Increased carcass needed to create a Risen Wisent.
Fixed a couple of Lykiator Beastmaster attacks that couldn’t be used when mounted.
Balance Changes
Poleaxes are now 15% faster to swing
Increased pet damage penalty while not having Beast Mastery from 25% to 50% at 0 Beast Mastery. Pets will now deal half damage if you do not have the Beast Mastery skill.
Tasks
Fixed Drakon task not giving progress when picking from a spawn near Meduli.

Skills & Clade Gifts
Inhale: Increased Health Reserve drained per tick from 150 to 175
Inhale: Reduced Health Gained per tick from 12 to 8
Inhale: Increased cooldown from 40s to 50s
Removed the psyche cost of performing rituals.
Removed Taste Identification skill.
Fixed issue where bandages were giving 9 Anatomy xp instead of 90.
AI, Creatures and NPCs
Increased life time before AI loot despawns from 300 to 480 seconds.

UI and Interactions
Lowered the required rank to promote/demote in guilds from 9 to 7.
Fixed an issue with the map where large territories would cause an offset
Fixed issue in the haven city select UI, where you get a prompt for deleting an item when dragging it to the slot.
Art
Potion color when drinking is now dynamically changed based on the color value of the potion item itself.
Engine
Updated NVIDIA DLSS plugin to version 3.7.2. nvngx_dlss.dll version 3.7.10.0

Bugs
You can no longer damage houses with melee if criminal actions are disabled.
Removed Epic’s engine plugin Animation Budget Allocator because it caused engine instability and crashes in other systems like Niagara.
Fixed an issue with ranged combat not giving correct damage if the damage was very high.
Known Issues
Certain elements of the Mastery UI contain typos or aspects that will change.

Reporting Bugs on the PTR

If you find a bug while playing on the PTR server, please use the in-game bug reporting tool to report it.

Reports made on the PTR are separated from the live server for us, and it’s the best way to ensure a reported bug correctly goes into our internal tracker.

Feedback Survey

As always, we will be hosting a feedback survey soon where you can let us know about your experiences on the PTR.

We greatly appreciate everyone who takes the time to fill these out, and it always helps us with finding anything that might need to be looked at.

🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
Re: Mortal Online 2 - хардкорный камбэк


В входе летней распродажи в Steam, Mortal Online 2 можно купить со скидкой в 50%. Цена для РФ - 492руб. Акция продлится до 12 июля.

🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
Re: Mortal Online 2 - хардкорный камбэк



Mastery SystemThis patch introduces the Mastery System.
After reaching clade level 20, any Glory that your character earns will contribute to your Mastery Experience. You can open the Mastery System by pressing “Y” or using the micro tab at the bottom of your screen once you have reached level 20.

You can unlock 1000 levels of Mastery and spend 110 Mastery Points on 440+ different mastery Gifts. Levels beyond 110 currently unlock titles.

To unlock a Mastery Gift simply hold down the left mouse while hovering it in the tree. Some Mastery Gifts require an item to unlock and you can only unlock a gift if you have unlocked its parent gift first.

You can at any point refund a Mastery Gift and get your Mastery Point back by holding the left mouse button on an unlocked gift with no unlocked children. This requires you to have one Shard Of Oblivion that will be spent when you refund the gift.

Each clade has a slightly different Mastery Tree but most of the gifts are shared between all clades.

Mastery Gift Types
  • Action Point Pool
  • Profession Point Pool
  • Constitution
  • Raw Constitution
  • Strength
  • Raw Strength
  • Dexterity
  • Raw Dexterity
  • Intelligence
  • Raw Intelligence
  • Psyche
  • Raw Psyche
  • Maximum Health
  • AI Damage Resistance
  • Tamed Pet Damage Resistance
  • Dominated Pet Damage Resistance
  • Ritual Pet Damage Resistance
  • Untamed AI Damage Resistance
  • Physical Resistance
  • Slashing Resistance
  • Pierce Resistance
  • Blunt Resistance
  • Health Regeneration
  • Thirst Regeneration
  • Maximum Thirst
  • Magic Damage Resistance
  • Ecumenical Damage Resistance
  • Spiritism Damage Resistance
  • Necromancy Damage Resistance
  • Elemental Damage Resistance
  • Melee Damage Bonus
  • Slashing Damage
  • Pierce Damage
  • Blunt Damage
  • Damage to AI
  • Damage to Tamed Pets
  • Damage to Dominated Pets
  • Damage to Ritual Pets
  • Damage to Untamed AI
  • Free Armor Weight
  • Free Carry Weight
  • Maximum Stamina
  • Bow Draw Speed
  • Stamina Regeneration
  • Jump Height
  • Fall Damage Reduction
  • Weak Spot Chance
  • Marksmanship Weak Spot Chance
  • Bow Sway Reduction
  • Maximum Mana
  • Mana Regeneration
  • Minimum Mana Regeneration
  • Spell Power
  • Ecumenical Spell Power
  • Spiritism Spell Power
  • Necromancy Spell Power
  • Elementalism Spell Power
  • Chance to Ignore Spell Interrupt
  • Mana Cost
  • Ecumenical Mana Cost
  • Spiritism Mana Cost
  • Necromancy Mana Cost
  • Elementalism Mana Cost
  • Human Warcry Cooldown
  • Human Warcry Duration
  • Human Warcry Magic Damage Resistance
  • Mental Power Cooldown
  • Mental Power Duration
  • Mental Power Magic Damage Resistance
  • Cleric Minimum Mana Regeneration
  • Cleric Minimum Mana Regeneration
  • Mana Regeneration Penalty Threshhold
  • Action Point Pool
  • Action Point Pool
  • Profession Point Pool
  • Alvarin Warcry Cooldown
  • Alvarin Warcry Duration
  • Alvarin Warcry Movement Speed
  • Runner's High Cooldown
  • Runner's High Duration
  • Runner's High Movement Speed
  • Mind Shield Cooldown
  • Mind Shield Duration
  • Mind Shield Magic Damage Resistance
  • Alvarin Sight Cooldown
  • Archer's Shoulder
  • Melee Damage Bonus
  • Oghmir Warcry Cooldown
  • Oghmir Warcry Duration
  • Oghmir Warcry Physical Damage Resistance
  • Rock Solid Cooldown
  • Rock Solid Duration
  • Rock Solid Physical Damage Resistance
  • Inhale Cooldown
  • Inhale Health Reserve Drain
  • Inhale Health Gained
  • Equipoise
  • Stoneskin
  • Strong Back
  • Thursar Warcry Cooldown
  • Thursar Warcry Duration
  • Thursar Warcry Melee Damage Bonus
  • Life Steal Cooldown
  • Life Steal Duration
  • Life Steal Health Gained
  • Battle Cry Cooldown
  • Battle Cry Duration
  • Battle Cry Strength Increase
  • Adrenaline Cooldown
  • Adrenaline Duration
  • Styganthrope Healing Received

Mastery Gifts
  • Added 20 new titles and achievements to unlock.
  • Added Mastery Level to the Steam and EOS leaderboards.

Mounts and Pets
  • Wisents are now rideable.
  • Reduced the pet point cost of Wisents to be closer to horses.
  • Reduced the Taming skill required to tame a Wisent to be closer to horses.
  • Increased pet damage penalty while not having Beast Mastery from 25% to 50% at 0 Beast Mastery. Pets will now deal half damage if you do not have the Beast Mastery skill.
  • Fixed an issue where cougars Precise Bite animation did not play.
  • Increased carcass needed to create a Risen Wisent.
  • Fixed a couple of Lykiator Beastmaster attacks that couldn't be used when mounted.

Balance Changes
  • Poleaxes are now 15% faster to swing
  • You now gain 3 Supply per 100m transported when completing a Supply run, up from 1 per 100m.
  • Increased maximum Supply gained per Supply Goods from 100 to 300.

Trinkets
  • Increased the maximum effect strength tier 2 trinket gems can have when identified or rerolled.

Tasks
  • Fixed Drakon task not giving progress when picking from a spawn near Meduli.
  • Fishing and foraging now have titles and achievements to unlock.
  • Added leaderboards on Steam and EOS for all tasks.

Skills and Clade Gifts
  • Inhale: Increased Health Reserve drained per tick from 150 to 175
  • Inhale: Reduced Health Gained per tick from 12 to 11
  • Inhale: Increased cooldown from 40s to 50s
  • Removed the psyche cost of performing rituals.
  • Removed Taste Identification skill.
  • Fixed issue where bandages were giving 9 Anatomy xp instead of 90.

AI, Creatures and NPCs
  • Increased life time before AI loot despawns from 300 to 480 seconds.

Crafting
  • New armor added: Kallardian Banded

UI and Interactions
  • Lowered the required rank to promote/demote in guilds from 9 to 7.
  • Fixed an issue with the map where large territories would cause an offset
  • Fixed issue in the haven city select UI, where you get a prompt for deleting an item when dragging it to the slot.
  • Melee Damage Bonus now shows with one decimal.
  • Fixed issue with micro tabs not showing tooltips if they were not assigned a key.
  • Added support for shortcut chat command “/e” to emote. So “/e” is the same as the “/emote” chat command.

Keybinds
  • Added keybind for opening the mastery system “Y”

Lighting, Weather and Environment
  • Fixed a lot of the holes in the terrain and environment.
  • Fixed a lot of floating trees.
  • New dungeon added: Shinarian Labyrinth

Server and Networking
  • Optimized some text messages sent from the server to clients.
  • Rebuilt how projectiles are updated on the server.
  • Fixed a rare crash caused by fleeing AI.
  • Fixed a rare crash in projectiles.

Art
  • Potion VFX color when drinking is now changed based on the color value of the potion item itself.
  • Potion VFX is now visually less filled when your potion item has less amount to drink left.

Engine
  • Updated NVIDIA DLSS plugin to version 3.7.2. nvngx_dlss.dll version 3.7.10.0

Bugs
  • You can no longer damage houses with melee if criminal actions are disabled.
  • Removed Epic's engine plugin Animation Budget Allocator because it caused engine instability and crashes in other systems like Niagara.
  • Fixed an issue with ranged combat not giving correct damage if the damage was very high.
  • Fixed a potential crash caused by AI casting Projectiles.
  • Fixed issue where riding did not correctly use the Armor Weight to decide if the rider should be thrown off or not.
  • Fixed issues with the Might leaderboard on Steam.
  • All leaderboards added to EOS.




Система мастерства, это система развития персонажа, в которой можно усилить разные характеристики, атрибуты и получить дополнительные очки ремесла\боевые.
Новый данж в джунглях.
Новый средний Каллардский армор.
Новый маунт.

🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
Re: Mortal Online 2 - хардкорный камбэк
На Твиче стартовали дропсы. За просмотр стримов по Mortal Online 2, вы можете получить фиолетовый плащ.


🤍🐇🐾Mᴏʀᴛᴀʟ Oɴʟɪɴᴇ 2🫧🧸🫧Sᴛᴀʀ Cɪᴛɪᴢᴇɴ🐾🐈‍⬛🤍
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