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Into the Vault #151 | Development Update

[h2]What's New?[/h2][p][/p][p]This development update post will go into detail about some of the key things we’re working on for the next patch, namely an update to the War mechanics, Ether Wayshrines, the Banking Overhaul and the introduction of Caravan Campsites.[/p][p]We have also included mention of something we have been discussing internally but that is not coming in the next patch, at the end of this post.[/p][p][/p][p][/p][hr][/hr][p]
[/p][h2]Banking Overhaul[/h2][p]
In our last Into the Vault post we went into detail about various issues the current banking experience has, and what our plans were to address them.[/p][p]If you missed that post and would like to read more about what the planned changes are, you can do so by visiting our last development update here on our website:[/p][p][/p]
[p]Into the Vault #150 | Update Info & PTR Date[/p]
[p][/p][p]Your responses via the feedback form were very positive, resulting in 82.5% of you voicing that you think the described Banking Overhaul would be a positive improvement to the game. We would like to thank everyone who took the time to submit their feedback.[/p][p]As a result of such a positive response, we plan to include this as part of our next update.[/p][p][/p][p]We also asked if you thought the ability to create lists of “Favored items” that can be withdrawn with a single click in specific quantities would be an important inclusion to the overhaul, and 83% of you said yes, so we will be working on making that happen as well.[/p][p][/p][p]Additionally, we initially stated that it would no longer be possible to place items in bags within the bank. However, due to feedback and some internal discussions we now plan to allow this, giving bags their own dedicated primary category. The current plan is for you to be able to see all of your bags as well as the items in them without needing to open each one, and either empty the contents of a bag to the bank or withdraw the bag to your inventory using some handy new UI buttons.[/p][p]Items contained within bags will still appear in the auto-sorted bank categories, however you will now be able to drop a bag into the bank and withdraw it again without needing to manually withdraw each of the items it contained.

[/p][hr][/hr][p]
[/p][h2]Ether Wayshrines[/h2][p]
As mentioned in our last development update, the Quality Survey we ran last month indicated that the second most mentioned issue many players had was with the experience of spirit travel.[/p][p]In the past we have proposed and asked for feedback on a feature called Ether Wayshrines a few times, and so some of you in the community will be familiar with the concept already.[/p][p]We have known for a long time that this area of the game has needed to be updated, however we haven’t quite had the opportunity to tackle it properly until now.[/p][p][/p][p][/p][h3]Spirit Travel Frustrations[/h3][p][/p][p]When traveling from one place on Myrland to another, it is often the choice of many to do so as a spirit. This is because of a few reasons, namely that you naturally risk nothing when traveling as a spirit compared to being alive, where you must obtain and risk a mount along with any equipment or items you might choose to bring to better survive the journey.[/p][p]A less prominent but still relevant reason is the lack of threats which might interrupt your journey, from other players and spawning AI like Outlaws, to something as simple as fall damage which is of no concern as a spirit.[/p][p]Being a spirit allows you to take more direct paths to your destination at a respectable speed, in addition to the more savvy players being able to hop around faster when reaching key milestones via the Nearest Priest mechanic.[/p][p]These benefits come with a significant downside however, which is the growingly tedious process of manually navigating around and avoiding small obstacles which can cause your spirit to become stuck while on auto-walk, such as rocks and trees. Doing so demands constant attention, which often becomes boring and frustrating.[/p][p]Considering the amount of time the average player has to experience our world each day, too much potential quality play time is taken up by this manual spirit traveling.[/p][p]These grievances often result in either logging off, not moving in the world and becoming frustrated, or not logging into the game in the first place due to being too far away from friends who are playing in other areas of the world.[/p][p]It is this manual and tedious process which we plan to automate, allowing you to simply choose a destination via the new Wayshrine system and then do as you please while you travel, without needing to constantly monitor the game and course correct.[/p][p][/p][p][/p][h3]Wayshrine Travel Explained[/h3][p][/p][p]We would like to clarify a few key aspects of this new feature, as we know that there is the potential here for it to be confused or conflated with what is traditionally known as “Fast Travel”.[/p][p]Ether Wayshrines is not a traditional Fast Travel system.[/p][p][/p][p]Wayshrine travel will occur in real time, and will not consist of teleporting your character to a new location in the span of a few seconds.[/p][p]When using a Wayshrine you will be moving at a faster pace than regular spirit walking, however it will still take some time to arrive at your destination depending on how far apart the Wayshrines are which you are traveling to and from.[/p][p]You can expect to save a bit of time if moving from one side of Myrland to another this way, but we want to be clear that this is not an instant teleport.[/p][p][/p][p]To use a Wayshrine you will first need to activate and unlock it by visiting it while alive.[/p][p]You will then be able to travel to and from your activated Wayshrines as a spirit by first navigating to one and then departing from it, as well as view their locations on your map.[/p][p]When traveling by Wayshrine, your spirit will be sucked through a conduit like a pneumatic tube toward the destination location over a period of time. This is not planned to be a simple loading screen, but rather you will see the world moving by around you so that you may see how close you are to your destination, accompanied by etherworld appropriate screen VFX and sounds.[/p][p]There will also be lore notes which talk about what is happening during this process, and how it is possible within the context of the world.[/p][p]After traveling by Wayshrine, you will receive a debuff called “Strained Spirit” which prevents you from traveling by Wayshrine again for a time and represents the stresses that occur during transit through the conduit, and the required recovery time to avoid a person’s “Ahk” being torn apart by the forces at play while moving through the network.[/p][p]If you wish to cancel your Wayshrine travel, you will be able to do so and return to the Wayshrine you departed from.[/p][p]Naturally, you can not bring anything with you when traveling via Wayshrine, including Spirit Boxes or Fluxes. Items which do not drop on death are allowed.[/p][p][/p][p]Our primary goals with this new feature are to simplify spirit travel by removing the manual tedium and make it easier to get around the map in order to do things such as link up with friends or complete daily tasks easier, but doing so in an immersive way that does not include traditional Fast Travel mechanics.
[/p][p][/p][hr][/hr][p]
[/p][h2]Caravan Campsites[/h2][p][/p][p]After the releases of the more recent dungeons such as the Undercroft, Melisar’s Vault, Sylvan Sanctum and Shinarian Labyrinth, we have seen a large number of players build houses outside the dungeons and greatly enjoy an accessible and low time-investment gameplay loop of equipping themselves in their houses, running into the dungeon to try and kill some AI and get some loot, then trying to make it out and drop off what they found in their house a short distance from the dungeon.[/p][p]The new Caravan Campsite feature is designed to lean into this type of gameplay and facilitate it while making certain dungeons more easily accessible to more players.[/p][p]It includes adding new Caravan Campsites set up nearby several dungeons, which contain a priest, a limited banker (with much fewer item slots than the town banks), key vendors such as Utility and Magic, Weapon and Armor crafting benches and nationless mercenary guards of low strength, similar to an outlaw for example, who only attack criminals.[/p][p]The goal here is to create a small staging point where players can gather outside the dungeons and form their own parties with others or socialize in a relatively low safety environment while having relatively quick access to the dungeon content.[/p][p][/p][p]A key point here is that although many players are facilitating this gameplay loop already, it is only accessible to those players who either place their house next to a dungeon or have a friend who has done the same.[/p][p]Seeing as you can only have one house per account, this requirement in order to engage in the gameplay loop is quite a restrictive investment, that is not accessible to many players who have their homes elsewhere, or do not wish to dedicate their only house to serving this function.[/p][p]Adding these Caravan Campsites makes dungeon gameplay more accessible to everyone, without needing a significant commitment and maintaining the risk of needing to transport any valuable loot from the Caravan Banker with very limited slots to a town, much in the same way this needs to be done already with player houses.[/p][p]We would also like to add taskmaster NPCs to these campsites who have specific tasks for whatever is in the nearby dungeon, with rewards scaled down to be appropriate for their proximity to the dungeon. It will always be more profitable to take tasks from town taskmasters than from the campsites. This addition however is not critical to the intended function of the Caravan Campsites, and so it will be a nice bonus if it makes it into the final update should we have time for it.[/p][p][/p][p]Conceptually, these are travelling caravans who have set up a campsite nearby a dungeon or significant point of interest.[/p][p]
[/p][hr][/hr][p][/p][p][/p][h2]War & Sieging Updates[/h2][p][/p][p]Originally we planned to release a patch which almost solely focused on War, Sieging and Territory Control updates, many of which we have described in previous development update posts.[/p][p]However, after the results from the Quality Survey and feedback we have received over the past several weeks, we have decided to adjust the scope of these changes for this next update and only focus on a few key aspects rather than opting for the complete overhauls.[/p][p]This is because doing so would have meant waiting longer than we would like to before being able to work on the above mentioned features in this update, which will affect more players on a daily basis than for example large scope changes to the Sieging systems.[/p][p]This is now the list of changes being worked on as part of this update:[/p]
  • [p]Preventing Supply Lines and Supply Storehouses from being rebuilt during active Siege windows.[/p]
  • [p]Adding no-build zones around Keep Supply Lines to prevent them being unintentionally walled in.[/p]
    • [p]Note that any structures inside the new no-build zones will be moved outside of them, and we may offer refunds of the structure plans to the owners depending on a few factors once this is completed.[/p]
  • [p]Updating the placement distance restrictions on several cheaper TC structures to prevent them being commonly used as placement blockers.[/p]
  • [p]Guilds will need to be at War for a minimum amount of time before being allowed to declare a Siege.[/p]
    • [p]This is for many reasons, however one primary purpose is so that at a minimum, both the directly attacking and defending guilds will not be able to report the other side for murder during the siege window due to being at war.[/p]
      • [p]Naturally this does not affect third parties.[/p]
  • [p]Keep owners will have increased Region benefits while inside controlled Regions which are connected in an unbroken chain back to their Keep.[/p]
  • [p]The requirement to have 2 murderers in a guild in order to declare war on them is being removed, and replaced by the upkeep mechanic described in our previous Into the Vault post.[/p]
    • [p]Declaring war on a guild will now incur an ongoing upkeep cost as long as the war is active, which scales in cost depending on the average standing of every guild member.[/p]
    • [p]This means that guilds with high standing will be more expensive to declare war on, while guilds with severely negative standing may incur no upkeep cost due to being hated by the realm.[/p]
  • [p]Something we are looking into which is not specifically a War or Sieging change is making it so spawning at the same non-town priest will incur longer Death Sickness waiting times for each consecutive death within a short time after resurrecting.[/p]
[p]Please note that the above list of changes represents what we would like to be able to do for the next update, however there is always the chance that we won’t have time for some of them depending on how development progresses.[/p][p][/p][p][/p][hr][/hr][p][/p][p][/p][h2]Merging Standing & Murder Counts[/h2][p]
Please Note[/p][p]This is not something that will be included in the next update, however we want to mention it here as it is something we are discussing internally. We have also seen some members of the community talking about it in an event of seemingly parallel thinking on our platforms recently, and so it seems appropriate to open up the topic to broader feedback and gauge how everyone feels about it.[/p][p][/p][p][/p][p]With that disclaimer out of the way, here is the idea:[/p][p][/p][p]We currently have two systems which attempt to deal with player actions through the lens of justice, the Nation Standings, and Murder Counts.[/p][p]Murder Counts are received when another player reports you for murder, having 10 or more Murder Counts causes you to become flagged as a murderer which makes your name appear Red globally, and allows other players to kill and loot you without consequence as well as placing you in the pool for potential bounty hunters.[/p][p]Nation Standing represents how each individual Nation feels about you, and can be gained or lost in many different ways. If you have a negative Standing with a Nation, their guards will attack you on sight.[/p][p]These two systems do not currently interact with each other, and are disconnected.[/p][p]The change being discussed would be to remove Murder Counts entirely, and add their current functionality to the Standing system.[/p][p]This would mean:[/p]
  • [p]Having negative Standing with a Nation would cause you to become Red flagged while inside a Region which is controlled by that Nation.[/p]
    • [p]This would naturally come with the necessary grace periods and fanfare alerts when crossing Region borders so it is crystal clear what is happening.[/p]
  • [p]Similarly, having negative Standing with a Nation would mean you would be in the pool of potential bounties which are obtained from Bounty Hunting Taskmasters inside Regions belonging to that Nation.[/p]
  • [p]Nation-based bounty hunting will likely be more prevalent, as there are more people with negative Standing in one Nation than there are people with more than 10 murder counts currently.[/p]
  • [p]This ensures penalties remain regional, so you can kill people in Tindremic Regions but not Khurite, and not be a murderer in the Khurite Regions.[/p]
  • [p]This puts a lower cap on how negative you can go.[/p]
    • [p]Meaning it’s less possible to make a character go permanently red with no recourse other than waiting many months or even years of in game time to go blue again.[/p]
  • [p]It gives players a direct activity to atone for their actions and return to positive Standing to lose their red status in the affected Regions which is not simply waiting a long time.[/p]
  • [p]Maintaining positive Standing is more incentivized in order to avoid the penalties of being a red flagged murderer in affected Regions.[/p]
  • [p]The Standing, murder and bounty hunting systems become simpler and easier to understand, without an additional value and mechanic to keep track of and learn as a newer player.[/p]
  • [p]It will no longer be possible to be flagged as a murderer and also have positive standing, allowing you to be inside towns as a red player, due to a requirement for becoming red being that you must now have negative Standing with a Nation.[/p]
    • [p]This is something we are interested in feedback about, as we have several options here, such as for example not making guards attack negative Standing players on sight as they currently do, but instead keeping the control of towns in the hands of the players, as they would simply be allowed to attack and kill any negative Standing red player who enters a town or the Region.[/p]
      • [p]Naturally town guards will always attack grey flagged criminals.[/p]
[p]We are rather interested in your feedback about this topic, and so we greatly appreciate everyone who submits a response to the feedback questionnaire linked below![/p][p]Additionally, a change such as this is naturally extremely sensitive for the game, and so must be gone through and evaluated with the finest toothed comb imaginable. As such, it may be some time before you hear about it again depending on feedback.[/p][p][/p][hr][/hr][p]
[/p][h2]We Want Your Feedback![/h2][p]
If you have any thoughts, feedback or suggestions about these new additions and changes, please provide it using the link below to our new feedback questionnaire![/p][p][/p][p]https://forms.gle/D78zotqbSKoojpJLA

[/p][hr][/hr][p][/p][p]Note

Please keep in mind that as development progresses, any details described above may change or be adjusted where necessary.[/p][p] [/p][p][/p][p]See you in Nave,[/p][p][/p][p]The Star Vault Team [/p]

Patch Notes 2.2.1.22

[p]This update comes with a wide variety of changes, with some of the key ones being:[/p]
  • [p]An upgrade to the latest version of Unreal Engine 5[/p]
  • [p]Client-side performance improvements ranging from 5-25% depending on where you are in the world and what is happening around you[/p]
  • [p]Some fixes to a few long standing bugs and issues such as:[/p]
    • [p]Mounts ending up underground[/p]
    • [p]The in-game chat not auto scrolling to the bottom properly[/p]
    • [p]Attributes affected by rings not being updated without needing to re-equip them[/p]
    • [p]A fix for the “any broker” filter not showing any listings[/p]
    • [p]Reintroducing the Fishing Taskmaster[/p]
    • [p]An important balance change affecting nearly all melee combat abilities[/p]
    • [p]Two new craftable pet armors[/p]
    • [p]An enormous 100+ environment art fixes[/p]
    • [p]A long list of miscellaneous bug fixes and backend work[/p]
[h3]Engine[/h3]
  • [p]We have upgraded the engine to version 5.6.1[/p]
  • [p]Updated DLSS plugin version to 8.2.0-NGX310.3.0 (DLL version 310.3.0.0).[/p]
  • [p]Updated AMD FSR to 3.1.4a.[/p]
[h3]Balance[/h3]
  • [p]Increase standing loss from killing nation AI (such as Risar or town guards) from 1 to 5.[/p]
  • [p]Updated all melee combat abilities to be correctly affected by the Force mechanic used for normal attacks, which increases or reduces damage based on where in the swing animation the weapon connects to a target. This was being overridden in the previous patch to address issues with some abilities having unintendedly low damage, or an irregular hit trace. All melee combat abilities now have a "sweet spot" in their animations for dealing the most damage. As a result, combat abilities in general will now deal less damage unless aimed well.[/p]
  • [p]Dagger Precise Strikes base animation duration increased from 2.2s to 2.3s[/p]
  • [p]2H Club abilities are now more affected by higher weapon weights[/p]
  • [p]Polesword Sweeping Strikes base animation duration increased from 3.7s to 3.9s[/p]
[h3]Combat[/h3]
  • [p]Fixed a bug that made Crushing Blow drain 0 Mana.[/p]
  • [p]Fixed a bug causing the Combat Ability Alternating Strikes to hit more times than intended.[/p]
  • [p]Fixed Alternating Strikes having the wrong parry directions.[/p]
[h3]Magic[/h3]
  • [p]Increased the Mana cost of Sacrificial Eruption from 8 to 30.[/p]
  • [p]Improved performance cost on mental leech VFX when facing the caster as the target[/p]
  • [p]Fixed magic auto-cast bug caused by an engine-level input bug in UE5. Modifier+Key bindings would get stuck if the modifier key was released first. For example, pressing Ctrl+E and then releasing Ctrl before E would cause the key binding to get stuck.[/p]
[h3]Tasks[/h3]
  • [p]Reintroduced the Fishing Taskmaster in all towns.[/p]
[h3]Pets[/h3]
  • [p]Added Shoreprower craftable armor & bags.[/p]
  • [p]Added Terror Bird craftable armor & bags.[/p]
  • [p]Necromancy ritual pets now use a much simpler rule for which combinations you can have out at the same time without one of them dying; You can now have one risen horse as well as one additional non-horse risen pet of any kind. This means you can have a risen horse and a risen bear, but not a risen wolf and a risen bear at the same time.[/p]
  • [p]Fixed broken resource textures on Lykiator bags[/p]
  • [p]You can no longer sell Fallowborn Tagmatons spawned from an egg on the broker.[/p]
  • [p]You can no longer trade Fallowborn Tagmatons spawned from an egg.[/p]
[h3]Mounts[/h3]
  • [p]Fixed issue where mounts would sometimes float in the air or end up underground after the rider dismounts them. This would only happen when players did a very specific sequence of steps.[/p]
[h3]UI and Interactions[/h3]
  • [p]Updated the in-game chat to fix existing scrolling issues.[/p]
  • [p]Contested Regions on the map will now appear in a different color, making it easier at a glance to see which Regions have ongoing Outpost Sieges.[/p]
  • [p]Fixed the Broker not showing any listings when using the “Any Broker” search option.[/p]
  • [p]Added 2 new titles earned by killing tagmatons.[/p]
  • [p]Added 3 new titles earned by using different Fatalities.[/p]
  • [p]Added the missing Wolf category when filtering pet equipment in the broker.[/p]
  • [p]Fixed outdated Tier 2 and Tier 3 Barracks construction plans item descriptions which still mentioned Guild Guard contracts despite them having been removed a long time ago.[/p]
  • [p]Updated rank tooltips in the guild list.[/p]
  • [p]Added missing UI icon for rare springbok.[/p]
  • [p]Added missing icon to Alchemist fire arrow debuff.[/p]
  • [p]Fixed issue with in-game buttons opening the account page that weren't working correctly.[/p]
  • [p]Fixed a Haven loading screen tooltip which mentioned being able to leave Haven after reaching Clade Level 2, instead of the correct Clade Level 5.[/p]
  • [p]Fixed an issue with the Elementalism spell UI in languages other than English.[/p]
  • [p]Tutorial videos now show the key you have assigned to the keyboard presses. This also fixes the issue with the videos showing the old keybindings.[/p]
[h3]AI and NPCs[/h3]
  • [p]Removed the Tagmaton Disgorger’s health regeneration.[/p]
  • [p]Updated the visual appearance of the orbs in The Vessel boss fight to look as intended[/p]
  • [p]Fixed rendering issues with The Vessel boss portal vfx[/p]
  • [p]Updated The Vessel boss vfx[/p]
  • [p]Fixed low performance issue on the Alchemist Bowman’s fire arrow attack[/p]
[h3]Territory Control[/h3]
  • [p]Fixed an issue allowing for murders to be reported in certain Regions during an Outpost Siege.[/p]
  • [p]Guilds can no longer contest Regions owned by allied guilds.[/p]
  • [p]The cooldown period for a guild and its allies to attack a Region again after failing has been increased from 3 hours to 4 hours.[/p]
  • [p]The cost of contesting a region has been increased to 250 Gold and 25000 Prominence[/p]
  • [p]Fixed an issue where loading in the Inner Gates of an outpost during a contest when they had been opened would cause them to be shown as closed.[/p]
  • [p]The Northern Canteri Outpost has been moved due to being too close to a nodeline which was causing issues.[/p]
  • [p]You now need to be rank 4 to withdraw from the Outpost Resource Chest.[/p]
[h3]Server[/h3]
  • [p]Fixed a couple of node crashes.[/p]
  • [p]Improved login server speed for authorizing multiple users at the same time.[/p]
[h3]Bugs[/h3]
  • [p]Fixed a bug that made it so that you could rest while mounted.[/p]
  • [p]Fixed issue that made pickables spawn much slower if the field was almost full.[/p]
  • [p]Fixed issue that made fast spawning pickables spawn .. less fast than they should.[/p]
  • [p]Fixed an issue with amulet skill points not updating child skills correctly.[/p]
  • [p]Fixed an issue where rings giving you skill points from attributes would not update child skill levels.[/p]
  • [p]Fixed a bug where child skills were sometimes disabled when they shouldn't be. [/p]
  • [p]Fixed an issue where skills that gained skillpoints from attributes on rings sometimes did not get its enabled level updated.[/p]
  • [p]Fixed UI bug causing the buy button in the Broker to be offscreen when playing in Polish, Czech, or Russian.[/p]
  • [p]Fixed an issue with trading “special currency” such as Silver Aegis or Hivebreaker Marks to a vendor that would result in all extra coins, over the cost of what was bought, being taken and converted to normal currency: Gold, Silver and Cuprum. It should now take only what is needed and return the rest of the “special currency”.[/p]
[h3]World[/h3]
  • [p]The Undercroft dungeon is now a Wilderness area.[/p]
  • [p]Fixed issue where the previously adjusted spawn timers on all Foraging task pickables to be much faster did not take effect properly.[/p]
  • [p]Pickables can now spawn in much larger quantities per field.[/p]
  • [p]Increased the max amount of pickables spawners are allowed to spawn.[/p]
  • [p]Fixed issue with server optimization in the Sator dungeon.[/p]
  • [p]Fixed water sticking through stairs in Tindrem garden entrance.[/p]
  • [p]Fixed grass not being pickable at a location in the Jungle[/p]
  • [p]Update collision settings on assets in Sylvan Sanctum & Melisars Vault[/p]
  • [p]Cantari bridge no longer has grass with collision[/p]
  • [p]Fixed a few holes in mino dungeon[/p]
  • [p]Fixed an elevator spot in mino dungeon[/p]
  • [p]Fixed a few holes in sator dungeon[/p]
  • [p]Fixed an issue with server optimization Sylvan Sanctum & Undercroft[/p]
  • [p]Fixed issue with Shinarian labyrinth sticking through ground in one area close to a river[/p]
  • [p]Updated the spawn timer on the Meduli lakeside village POI guard to 300 seconds instead of near instantly[/p]
  • [p]Fixed cave blocked by landscape[/p]
  • [p]Added missing house to a point of interest in the mountains[/p]
  • [p]Fixed holes in landscape near gaulkor[/p]
  • [p]Fixed some light issues in Tindrem sewers[/p]
  • [p]Fixed light issues outside clothos spider cave south of fabernum[/p]
  • [p]Fixed a few lava issues in gaulkor[/p]
  • [p]Increased the amount of pickables in most spawners.[/p]
  • [p]Fixed an issue with Skull Kua fishing tasks[/p]
  • [p]Ultumeki asset fixes[/p]
  • [p]Fixed texture seam in landscape[/p]
  • [p]Fixed floating foliage[/p]
  • [p]Fixed invisible walls[/p]
  • [p]Landscape fixes[/p]
  • [p]Fixed death trap & clipping issues in Kranesh[/p]
  • [p]Fixed trees halfway below ground in colored forest[/p]
  • [p]Fixed holes in Meduli tower[/p]
  • [p]Fixed landscape texture issue[/p]
  • [p]Fixed floating branches[/p]
  • [p]Fixed floating rock[/p]
  • [p]Fixed rock placement issue[/p]
  • [p]Fixed gaps in ground at POI[/p]
  • [p]Fixed grass issues[/p]
  • [p]Fixed several floating rocks on path to Hyllspeia[/p]
  • [p]Fixed several floating trees close to Minotaur dungeon[/p]
  • [p]Fixed gap between ground & stairs in Tindrem garden[/p]
  • [p]Fixed issues with waterfall near Toxai[/p]
  • [p]Adjust light in cave close to Tindrem[/p]
  • [p]Fixed tree inside rock[/p]
  • [p]Fixed holes in Fabernum sewers[/p]
  • [p]Fixed sharp edges in one landscape spot[/p]
  • [p]Fixed holes in Sator dungeon temple entrance[/p]
  • [p]Fixed some landscape issues[/p]
  • [p]Fixed some floating foliage in the plains of Meduli[/p]
  • [p]Fixed ground not connecting correctly with a cave POI[/p]
  • [p]Fixed floating assets at ruins POI[/p]
  • [p]Fixed mesh & collision issues at ruin POI[/p]
  • [p]Fixed gap in meshes at spider cave entrance in Minotaur dungeon[/p]
  • [p]Fixed gap in stairs in Tindrem[/p]
  • [p]Fixed light issues close to abandoned mine south of Tindrem[/p]
  • [p]Fixed floating watchtower in Morin Khur[/p]
  • [p]Add missing ground assets to Morin Khur[/p]
  • [p]Added a missing no-build zone to the black bear cave POI near Fabernum[/p]
  • [p]Fixed holes in Minotaur dungeon[/p]
  • [p]Fixed issues with house in Morin Khur[/p]
  • [p]Fixed gap between meshes in Morin Khur[/p]
  • [p]Fixed missing wall piece in arena district of tindrem[/p]
  • [p]Fixed gap in landscape[/p]
  • [p]Fixed hole in Morin Khur slum district[/p]
  • [p]Fixed random tree below ground[/p]
  • [p]Fixed mesh issues at one spidercave entrance[/p]
  • [p]Fixed invisible collision in Morin Khur[/p]
  • [p]Fixed 30 death traps[/p]
  • [p]Fixed 5 Mesh issues[/p]
  • [p]Fixed 6 random world issues[/p]
  • [p]Fixed 3 landscape holes[/p]
  • [p]Fixed an lod issue on certain trees in snowy biomes which would cause their trunks to disappear at too short a distance.[/p]

Into the Vault #150 | Update Info & PTR Date

[p]We are going to be releasing an update very soon, the PTR for which will be commencing this week on Friday September 5th, we hope to see you there!
[/p][hr][/hr][p][/p][h2]What is in it?[/h2][p][/p][p]This update we have been working on comes with a wide variety of changes.[/p]
  • [p]An upgrade to the latest version of Unreal Engine 5[/p]
  • [p]Client-side performance improvements ranging from 5-25% depending on where you are in the world and what is happening around you[/p]
  • [p]Some fixes to a few long standing bugs and issues such as: [/p]
    • [p]Mounts ending up underground or in the air when dismounting[/p]
    • [p]Plans to fix the in-game chat not auto scrolling to the bottom properly (this one is not guaranteed yet but hopeful)[/p]
    • [p]Attributes affected by rings not being updated without needing to re-equip them[/p]
    • [p]A fix for the “any broker” filter not showing any listings[/p]
  • [p]Reintroducing the Fishing Taskmaster, [/p]
  • [p]An important balance change affecting nearly all melee combat abilities[/p]
  • [p]Two new craftable pet armors, [/p]
  • [p]An enormous 100+ environment art fixes[/p]
  • [p]A long list of miscellaneous bug fixes and backend work[/p]
[p]See you on the PTR this weekend![/p][p][/p][hr][/hr][p]
[/p][h2]Quality Survey Results[/h2][p]
As those of you who responded will know already, we opened up a “Quality Survey” questionnaire recently where we asked you to list what you believe is the most important bug that needs fixing, in addition to what you think would be the most impactful quality of life increase.[/p][p]The results of this quality survey were quite clear, and are why the above mentioned bug resulting in your mount sometimes going underground or in the air was prioritized and fixed, with it being the most strongly mentioned technical issue by far.[/p][p]Similarly, the most requested quality of life improvements were also rather distinct, with the foremost being an update to the experience and consistency of interacting with the banking mechanics, which encompasses town banks, player owned territory banks as well as house chests. [/p][p]The second most mentioned quality of life improvement relates to Etherworld travel, and specifically the time and attention requirements involved with doing something as simple as travelling around the world as a spirit.

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[/p][h2]Disclaimer[/h2][p]
It is important to note that the following section of the post comes with no guarantee that the mentioned changes will make it into the game within any specified time frame or update schedule.[/p][p]Until they are confirmed to be part of a coming update, this mention of them serves only to inform the community what our plans are and what some of the things are that we have been working on.
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[/p][h2]Banking Overhaul[/h2][p][/p][p]It is not too uncommon that the older a system is, the more likely they will tend to have issues become apparent over time, and our banking feature, one of the oldest systems in the game, is no exception.[/p][p][/p][h3]Organization Frustration[/h3][p]
This issue largely stems, ironically so, from the sandbox nature of the game’s design.[/p][p]Being able to place an item wherever you want within the available bank grid slots puts the organization and responsibility in the hands of the player, which although having the potential to really personalize your own bank, may and often does lead to one having a bank which is rather messy and cluttered, making it difficult and therefore time consuming to find what you are looking for.[/p][p]This is exacerbated by being able to add bags with items in them to the bank, which due to not having an item limit per bank means the most optimal bank configuration in order to maximize available bank space is to place the largest bag in each available bank slot. This results in most seasoned player’s banks being a large grid of, despite being able to have names, identical looking bags which need to be individually opened and rummaged through in order to find what you might be looking for.[/p][p]When combined with mechanical issues such as not being able to right-click add stacks of items to existing stacks without manually dragging them on top of the existing stack, the resulting experience can become rather tedious and time consuming, which is certainly not ideal for interacting with one of the game’s core systems which is used nearly every time you play.[/p][p]To remedy these issues, we have made plans to completely overhaul the banking experience, with the core goal being for it to become something that you no longer pay attention to or think about, but that instead seamlessly fades into the background of your gameplay. You should be able to easily and intuitively find any specific thing you might be looking for within seconds of opening the bank UI.[/p][p][/p][p]The proposed changes will apply to Town Banks, Territory Banks as well as House Chests, as these should all use the same exact UI and interaction mechanics.[/p][p][/p][p]Currently, this is how we are planning to remake the banking system:[/p]
  • [p]Items will now be auto sorted when placed into the bank, and you do not need to choose the exact location an item occupies.[/p]
    • [p]There are Primary and Secondary sorting categories, with the Primary categories visible on the left-hand side of the Bank UI. When a Primary category is selected (visible in the mockup in gold), the right-hand panel will display the associated Secondary categories.[/p]
    • [p]These sorting categories are based around how an item is used in the game, rather than only their “taxonomical” groups such as with many skills.[/p]
    • [p]The Primary category panel can be collapsed to only show the icons if you do not need to see their names in text and prefer a cleaner looking interface. [/p]
    • [p]Secondary categories may be collapsed using the arrow button located next to the item count number, to hide their contents.[/p]
    • [p]Empty Secondary categories will be hidden.[/p]
    • [p]Items may appear under multiple different secondary categories depending on their usage, for example Calamine may appear under Magic & Arcana > Ecumenical Reagents as well as Mining > Catalysts and Alchemy > Ingredients. It is useful to think of these categories similar fashion to the Broker filters; If an item can be used in a certain way, it will appear under the associated category.[/p]
      • [p]This also aids new players in being able to emergently learn about the game by simply depositing an item into their bank, as the category it ends up in will tell them what it might be used for.  [/p]
  • [p]Banks will instead have a set and visible item limit, rather than an effective limit imposed by how many bags you have in the bank.[/p]
    • [p]This item limit is currently planned to be 1000 per bank but may change as development progresses. House chests are planned to have individual item limits, with items deposited in a house chest counting toward both the limit of the chest as well as the overall item limit of the house itself. [/p]
  • [p]Items can no longer be placed inside bags when in the bank.[/p]
[p]
[/p][hr][/hr][p][/p][p]Please note that the following images are only mock-ups for the purpose of demonstration, and are not representative of the final appearance.[/p][p][/p][p] [/p][p]Beyond organizational issues, something we would hopefully like to tackle as part of this Banking Overhaul, is the time spent simply withdrawing items when “regearing” after resurrecting. Depending on your playstyle, this may involve at times manually finding and withdrawing 20+ different items consecutively.[/p][p]To aid with this, we are experimenting with the idea of creating “Favored” item sets which after being set up, could be withdrawn with a single click to your inventory. An example use case for this might be a set of specific magic reagents of a specific quantity, or a specific set of armor pieces.[/p][p]Exactly how this is implemented however or if it makes the cut will depend on many factors, including your feedback! As such we will be asking for your opinion about all of these changes in our latest feedback questionnaire found below.[/p][p]In addition to the above changes, we would also like to fix various banking-related issues alongside this overhaul, such as being able to split items out of house chests, as this issue in particular was strongly mentioned in the recent Quality Survey. Fixing this issue would require a deceptively large rebuild of some of the core item-handling logic however, and so we can’t guarantee it would make the cut as part of this, although we would certainly love to do it.[/p][p]Please note once again that this overhaul is not coming in the next patch, however the results you give in the feedback questionnaire will contribute to how much priority it is given when being considered for future updates. If you would like to see it sooner rather than later, make your voice heard by following the link below![/p][p]
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[/p][h2]We Want Your Feedback![/h2][p]
If you have any thoughts, feedback or suggestions about the above mentioned Banking Overhaul, as well as the balance of Combat Abilities, please provide it using the link below to our new feedback questionnaire![/p][p][/p][p]https://forms.gle/xiyt6qN71oUBsdck9

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[/p][h2]War & Sieging Changes[/h2][p] The previously mentioned and planned changes to Wars and Sieging are still being worked on, and you can read more about what our plans are for them in our previous Into the Vault development update here on our website if you haven’t already, under the section "Planned Solutions to Existing Sieging Issues":[/p][p][/p]
[p]Into the Vault #148 | TC Overhaul Feedback Follow Up[/p]
[p][/p][p]These changes and the updates to them will be further discussed in a future development update.

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Note

Please keep in mind that as development progresses, any details described above may change or be adjusted where necessary.[/p][p] [/p][p][/p][p]See you in Nave,[/p][p][/p][p]The Star Vault Team [/p]

Patch Notes 2.2.0.6

[h3]Hotfix Notes[/h3]
  • [p]Fixed login issue where players that logged in successfully would still be denied by the game server and disconnected from the game.[/p]
  • [p]Fixed issue where players sometimes incorrectly lost only 1 nation standing point when reported for murder instead of the intended 30-point penalty.[/p]
  • [p]Added UI setting Show Shortcuts Row that hides the shortcut buttons from the bottom of the screen.[/p]
  • [p]Updated outpost region volumes to be a bit larger to help prevent getting murdercounts when fighting outside the outpost during an outpost siege[/p]
  • [p]Updated Rising Strike ability description[/p]
  • [p]Updated Precise Strikes animation length to be slightly slower[/p]
  • [p]Updated Gouge animation length to be a bit slower[/p]
  • [p]Updated 2H Club abilities to be more affected by higher weapon weights[/p]
  • [p]Updated Forceful Strike animation length to be a bit slower[/p]
  • [p]Updated Flurry animation length to be slightly slower[/p]
  • [p]Updated Hilt Strike animation length to be a bit faster[/p]
  • [p]Updated 2H Sword combat abilities to be very slightly more affected by higher weapon weights[/p]
  • [p]Updated Spread Shot draw time[/p]
  • [p]Updated Snap Shot draw time[/p]
  • [p]Updated animation recovery times on many abilities to improve fluidity, you should now be able to input actions sooner while an ability is ending.[/p]
  • [p]Fixed Unreal Engine bug where Alt+Tab out of the game would cause Press+Hold actions to trigger twice after returning to the game. This caused for example the interaction circle to reset after half a second while holding the Use key (E) to interact with things. This bug affected all input keys in the game. It is unknown how many other bugs this might have caused.[/p]
  • [p]Removed Pet Carry Weight buff from Regions which had it as it did not work and was also unappealing. These Regions now have different buffs instead.[/p]
  • [p]Fixed the new Sarducaan weapon crafting skills being invisible in the skill list[/p]
  • [p]Adjusted spawn timers on all Foraging task pickables to be much faster.[/p]
  • [p]Updated one-way movement blocker volumes on all Outposts to prevent being able to boost over the walls[/p]
  • [p]Fixed a few starting locations in Myrland that could cause players to get stuck after transferring from Haven.[/p]
  • [p]Fixed Outpost contesting Guild Tier requirement being 1 instead of 2[/p]
  • [p]Fixed the Cave Camp priest being blue despite being in the Wilderness[/p]
  • [p]Fixed bug where passengers on mounts could offer rides to other players which caused multiple issues.[/p]
  • [p]Fixed additional ride-sharing issue following the previous hotfix. Players could not offer rides to members from other guilds.[/p]
  • [p]Fixed issue that made buying from vendors that only took specific items not give back the correct amount of items.[/p]
  • [p]Fixed rare issue with skills not correctly being added to the player when using workbenches or reading books.[/p]
  • [p]Fixed Vagrant Rags armor style not being craftable.[/p]
[p][/p][h3]Known Issues[/h3]
  • [p]The Central Talus Mountains Region currently can not be contested. This has been addressed internally already and will be fixed next time the server restarts.[/p]

Patch Notes 2.2.0.3

  • [p]Fixed issue with the Raise Walker necromancy spells not working on node lines.[/p]
  • [p]Fixed issue with loot bags not dropping on node lines.[/p]
  • [p]Fixed an issue where guards would attack dominated/tamed tagmatons.[/p]
  • [p]Fixed issue with not being able to invite others to ride as a passenger.[/p]
  • [p]Fixed issue with house decorations disappearing when a node crashes.[/p]
  • [p]Fixed an issue causing the combat ability Riposte's overhead strike to be slower than intended, and for the sword to not be held in the initial guard position for as long as intended.[/p]
  • [p]Fixed an issue causing invading Tagmatons to get stuck on a specific cliff south of Meduli.[/p]
  • [p]Fixed issue causing certain jungle regions to not generate Glimmercaps.[/p]
  • [p]Fixed issue with the Rising Strike combat ability for pole axes playing the wrong animation for the right direction.[/p]
  • [p]Fixed misplaced inner gates in Southern Greatwoods outpost.[/p]
  • [p]Fixed a lot of issues with skill books.[/p]
  • [p]Changed how Heraldry allocates textures to fix crashes when changing texture settings.[/p]
  • [p]Fixed issue with Tagmaton Slayer missing two beast mastery abilities.[/p]
  • [p]Fixed low guild level and low guild member message showing the wrong numbers when contesting.[/p]
  • [p]Fixed combat ability Riposte attack animation speed.[/p]
  • [p]Reduced tagmaton lancer sound volumes.[/p]
  • [p]Fixed map outlines not having consistent widths.[/p]
  • [p]Updated Breaking Blows animation length to be a little slower.[/p]
  • [p]Updated Fracture animation length to be a little slower.[/p]
  • [p]Update broodmother mercy kill.[/p]
  • [p]Updated Carve weapon traces.[/p]
  • [p]Fixed tracing on the combat ability carve.[/p]
  • [p]Fixed server-side node crash.[/p]
  • [p]Fixed an issue where characters would T-pose for one frame after appearing on screen. This was visible when swapping characters during character creation.[/p]
  • [p]Fixed issue causing eyes on some female characters in the character select screen to pop out of the head.[/p]
  • [p]Possible fix for some combat abilities not correctly showing their animation[/p]
  • [p]Fixed Jungle Camp priest being a blue priest despite being in the Wilderness.[/p]
  • [p]Fixed a few starting locations in Myrland that could cause players to get stuck after transferring from Haven.[/p]
  • [p]Disabled the Elementalism spell Shadow from unintentionally blocking object interaction.[/p]