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Mortal Online 2 News

Patch Notes 2.2.2.79

[h3]
Events
[/h3]
  • [p]Krampos Buccus has returned to Tindrem for the Raffle of Caerus! Seek out the burning house in Tindrem's main district and plunder the belongings of one most unfortunate Tindremic noble.[/p]
  • [p]Added a new rare Krampos house decoration item to this year's raffle bags.[/p]
  • [p]Added support for a new type of random events.
    [/p]
[h3]Veterancy / Account Items[/h3]
  • [p]Added 10 new Legacy versions of the bloodline capes, which have been recreated as they were from their original Mortal Online 1 designs.[/p]
  • [p]Added a new seasonal "Cloak of the Hearth", currently temporarily available for 10 Veterancy instead of 50.[/p]
  • [p]Added 10 new fatalities, one for each weapon group that can be bought with Veterancy.[/p]
[h3]
Territory Control
[/h3]
  • [p]Supply Goods now award Glory equal to 50% of the Supply gained from the hand-in, instead of 3%.[/p]
  • [p]Taking control of a Siege Machine will now make a player criminal.[/p]
  • [p]Taking ammo from a Siege Tent will now make a player criminal.[/p]
[h3]
Duels[/h3]
  • [p]The Ranked Duelling season and score leaderboard has been reset.[/p]
  • [p]Changed the ELO calculation for season 2 so that score increases and decreases much faster, allowing players to enter the higher tier ranks.[/p]
[h3]
Balance
[/h3]
  • [p]Adamant no longer has a passive component. Instead, while active, it reduces all incoming magic damage by 10%, while increasing physical damage taken by 10%.[/p]
    • [p]Developer note:
      This change was made due to the previous passive component of Adamant being active and thus providing +10% physical damage mitigation for the vast majority of time, which made Thursar characters far more passively "tanky" than intended. Now the Clade Gift will be behaving closer to its intended effects, and be a situational trade-off that allows for increased Magic damage mitigation at the cost of increased physical damage when activated.”[/p]
  • [p]Increased the impact radius of the Starshower spell's meteors by 50%.[/p]
  • [p]Last patch Mental Leech was changed to ignore magic reflect, and this was missed in the patch notes.[/p]
[h3]
UI
[/h3]
  • [p]Expanded map visibility filtering to include: Points of interest, Wayshrines, Relics and Tasks.[/p]
  • [p]Removed “\\n\\n” from Elementalism spell descriptions.[/p]
[h3]
Server
[/h3]
  • [p]Improved client session logs extensively to troubleshoot player login issues.[/p]
[h3]
Bug fixes
[/h3]
  • [p]You can now trade with other players while mounted.[/p]
  • [p]Fixed an issue where dealing enough damage to the doors of damaged houses with melee weapons would not open them.[/p]
  • [p]Fixed an issue where paying upkeep while inventory was full would cause you to lose money but not add to the paid upkeep.[/p]
  • [p]Fix issue where you could deposit a bag with 16 items for example, if you had a single bank space left.[/p]
  • [p]Fixed a bug where claiming stone could not be removed if guild was disbanded.[/p]
  • [p]Fixed an issue where pets would try to follow the owner who was too far away.[/p]
  • [p]Fixed Gaur broker category.[/p]
  • [p]Fixed an issue where the Essence Orb effect 'Etherwold move speed' was not applying the intended speed.[/p]
  • [p]Fixed an issue where the show password button wasn't working.[/p]
  • [p]Fixed bug that caused relics to disappear from player’s hands.[/p]
  • [p]Fixed bug that caused relics to disappear when removed from reliquaries.[/p]
  • [p]Fixed bug where spiritboxes would not drop when teleporting to the nearest wayshrine.[/p]
  • [p]Fixed issue with ambient sounds leaking into the Etherworld after upgrading Unreal. Engine versions.[/p]
  • [p]You can no longer lift decorations from a house while having a full inventory.[/p]
  • [p]Fixed bow crafting presets not correctly saving or loading.[/p]
  • [p]Fixed pet equipment crafting presets not correctly saving or loading.[/p]
  • [p]Fixed not being able to set the preset in the pet equipment crafting window.[/p]
  • [p]Fixed hole in jungle dungeon where only small players could fit.[/p]
  • [p]Fixed issue that left broker items on the server even after a character was deleted.[/p]
  • [p]Fixed issue with scrolls that were added to the broker not correctly ending up in the correct magic school. All scrolls sold after the patch should do so.[/p]
  • [p]Fixed issue with the debuff mana drain that could cause mana to go below 0.[/p]
  • [p]Updated the calculation for how close you have to be to open pet bags. This fixes issues with very large pets not moving close enough when following for you to open the bags.[/p]
  • [p]Fixed issue with broker filter for Spiritism spell damage.[/p]
  • [p]Pet Broker Recent Trades now correctly show the amount you sold a pet for.[/p]
  • [p]All ritual pets now drop Ash when killed. This fixes the issue with ritual pets that died with armor having their loot go away very early due to the loot only containing a single item.[/p]
  • [p]Fixed AI pathing issue around L-shaped player houses that got reintroduced in the previous patch.[/p]
  • [p]Fixed issue where AI could take a shortcut through a house corner if they just left the entrance.[/p]
  • [p]Fixed an issue that could cause the radial menu to stop functioning.[/p]
  • [p]Removed older no longer existing books from brokers buy order list.[/p]
  • [p]Fixed a bug where you couldn't stable pets if your inventory was full[/p]
  • [p]Fixed a bug that sometimes sent pet follow commands to the wrong pet.[/p]
  • [p]Fixed issue that made it so that you could get murder counts on a new character after deleting a character with a pending murder count.[/p]
  • [p]Fixed issue that sometimes caused combat abilities to play in slow motion.[/p]
  • [p]Fixed a lot of EOS statistics and achievements.[/p]
  • [p]EOS journal entries should now save correctly.[/p]
  • [p]Fixed steam achievements for Fatalities.[/p]
[p]

[/p]

Patch Notes 2.2.2.64

[h3]Changes[/h3]
  • [p]You now gain much less Glory when doing a supply run.[/p]
  • [p]Fixed a "player Archery-specific" damage bug, where certain Clade Gift buffs, Mastery buffs, Essence Orb effects & the Combat Ability 'Brace' effect were being calculated twice when affecting archery damage.[/p]
    • [p]This included damage increases and decreases. Effects such as Oghmir 'Stone skin', 'Rock Solid', 'Warcry'. Thursar 'Adamant', Human 'Tactician', Mastery dmg to AI, 'Low Health Damage Bonus' were affected.[/p]
[h3]Magic[/h3][p]The Mental Leech spell has been over-performing since its last balance adjustment, where it went from being never used at all to being a little too good.[/p][p][/p][p]There was essentially no downside to casting the spell all the time and extremely quickly draining all the Mana of your target. This is mostly due to the amount of Mana being drained per tick heavily scaling with the casters Intelligence, so this has been lowered, along with the cast time having been adjusted to be a little longer, giving enough time for the target caster to read that the spell is being cast, and prepare a Purify if they're fast enough to counter the Mental Leech and not lose much or any Mana from it.[/p][p][/p][p]This allows a skillful counter to the threat of another caster draining your Mana constantly 100% of the time, while if left unattended, the Mental Leech will severely place advantage on the caster regarding Mana economy, which often is the determining factor for a mage duel.[/p]
  • [p]Mental Leech base "damage" (amount of Mana transferred every second, before Intelligence Spell Power bonus is applied) reduced from 3-5 to 1-1[/p]
  • [p]Mental Leech Mana Cost reduced from 8 to 5[/p]
  • [p]Mental Leech Cast time increased from 1.2s to 1.6s[/p]
[p][/p][h3]Emotes[/h3]
  • [p]You can no longer use certain emotes while mounted, due to the potential for clipping inside the mount.[/p]
  • [p]Fixed the Pledge Emote not correctly limiting emote movement to the upper body while auto walking and performing the emote at the same time, causing the player to slide around on the ground.[/p]
[h3]Combat Abilities[/h3]
  • [p]Fixed Strength requirement calculation not applying correctly when using bow combat abilities while mounted. This fixes the issue with players being able to use combat abilities like Snap Shot with bows far above their current Strength.[/p]
  • [p]Using a combat ability now cancels “Use/Interact” actions.[/p]
  • [p]Fixed Energise incorrectly only increasing Mana regeneration by +30% instead of the intended +100%.[/p]
[h3]Tasks[/h3]
  • [p]Fixed one of the Shinarian Labyrinth Caravan tasks not having Sidoian Warriors as it should.[/p]
[h3]Pets[/h3]
  • [p]Fixed issue that made “All pets” commands not always work.[/p]
  • [p]Fixed a rare issue that made it so that you would not logout with your pet.[/p]
[h3]UI[/h3]
  • [p]Fixed bank UI bug, trying to create an itemlist would instead add to a previous itemlist if it had the defaulted name.[/p]
  • [p]You can now search the bank for a specific item list, for example "Swords" or "Fruits", which will show all the items stored in the bank under that list.[/p]
  • [p]When searching in the bank, only the item lists which contain filtered items will be displayed.[/p]
  • [p]Fixed bank issue where player-crafted potions would appear under 'Vials' instead of 'Potions'.[/p]
  • [p]Fixed being able to rename a Favored list to something that already existed, causing conflicts and odd behaviors with existing lists.[/p]
  • [p]Fixed UI broker crash when trying to set the maximum search value to negative.[/p]
[h3]Territory Control[/h3]
  • [p]Fixed issue where the new Keep no-build zones outside keep walls and gates were not activated correctly.[/p]
  • [p]Fixed an issue causing Region buffs from Keeps to sometimes not be applied correctly.[/p]
  • [p]Fixed the “Butchery Yield” Region buff to now work correctly when being enhanced by a connected Keep.[/p]
[h3]Relics[/h3]
  • [p]Trying to pick up Relic equipment with a full inventory no longer removes the equipment from the world.[/p]
  • [p]Fixed issue where relic items would not be pushed out of houses properly when dropped inside. Relic items should now end up on the ground outside or fallback to the front door. This fix does not apply to TC buildings.[/p]
  • [p]Fixed issue where Relics would disappear while players were carrying them or when removing one from a Reliquary.[/p]
[h3]Fatalities[/h3]
  • [p]Fixed an issue that would cause players to sometimes become permanently stuck when executing a fatality on an NPC[/p]
  • [p]Fixed issue with Fatality unlocks not correctly being checked everywhere.[/p]
  • [p]You can no longer perform a Fatality that will make you go criminal unless you have toggled criminal actions on.[/p]
[h3]World[/h3]
  • [p]Fixed Celaeno cave light issues.[/p]
  • [p]Fixed issue where player buildings on the surface could affect AI navigation in dungeons below.[/p]
  • [p]Fixed collision on rocks outside of Meduli that allowed you to hide inside them.[/p]

Patch Notes 2.2.2.58

[h3]Greetings Mortals,[/h3][p]This update comes with a heavy focus on addressing several long-standing quality of life areas.[/p][p]It introduces the new Ether Wayshrines, which allow you to travel around the map in a much smoother and unique way after being unlocked, the Banking Overhaul which makes using the bank an entirely fresh experience, Caravan Campsites to make dungeon content more accessible, War and Siege changes to improve the sieging experience and remove lots of old issues, balance changes to combat abilities and spells, an increase to everyone’s max Health to raise the average “Time to Kill”, loads of miscellaneous fixes and much more.[/p][p][/p][p][/p][h3]Ether Wayshrines[/h3][p]Ether Wayshrines are new structures in the world which can be unlocked while alive, and used as a spirit to automate travel between set locations to other Wayshrines, making the experience of moving around the map as a spirit substantially smoother.

Overall, the feature allows more convenient traversal of the world in such a way as to maximize the amount of time spent actually playing the game in the way that you want to, rather than spending lengthy and tedious periods of time manually navigating the Etherworld.[/p]
  • [p]Wayshrines can be used to travel between them as a spirit.[/p]
  • [p]Wayshrine travel occurs in real-time through the air toward your destination, and will move your character at a speed faster than normal spirit travel.[/p]
  • [p]Before you can use a specific wayshrine, you must visit it once while alive to unlock it, by interacting with the Wayshrine Tablet.[/p]
  • [p]After using a Wayshrine you will receive the Strained Spirit debuff, which prevents you from using any Wayshrine again for 15 minutes.[/p]
  • [p]When dead you can now, from the character window, choose to teleport to the nearest unlocked Wayshrine.[/p]
[h3]Caravan Campsites[/h3][p]One of the intended and expected uses of Caravan Campsites is to facilitate the gameplay loop of spirit traveling to the campsite, resurrecting, then using whatever means at your disposal to kill and butcher some surrounding creatures to obtain materials. Then to use said materials to craft yourself some basic equipment should you have the profession skills to do so, delve into the nearby dungeon to fight its denizens for Glory and attempt to escape with any loot you may have found to be deposited safely with the Caravan Banker.[/p][p] [/p][p]You will of course need to transport any valuables to a different location such as a town in order to properly benefit from them, which will likely need to be done not infrequently due to the limited size of the Caravan Banker.[/p][p]The primary purpose of this new feature is intended to cater to smaller groups and solo players as a staging point for the nearby dungeon, although naturally larger forces will often be close at hand.[/p]
  • [p]Caravan Campsites have now been placed outside all dungeons apart from spider caves, containing the following:[/p]
    • [p]A red priest[/p]
    • [p]A Caravan Banker with a limited max item count of 40[/p]
    • [p]A Magic Vendor who sells basic ecumenical reagents[/p]
    • [p]A Utility Vendor who sells basic equipment such as bandages and arrows[/p]
    • [p]A taskmaster with new accompanying tasks specific to the dungeon the campsite is next to.[/p]
    • [p]Two Caravan Mercenaries who will only attack Criminals and War Combatants in an effort to keep fighting away from the campsite[/p]
      • [p]Naturally, these Caravan Mercenaries will not be capable of suppressing a large or strong enough force, and so these campsites will always include a strong element of risk and are by no means considered safe locations.[/p]
[h3]Banking Overhaul[/h3][p]The bank has been completely overhauled in the following ways for vastly increased quality of life:[/p]
  • [p]Items will now be auto sorted when placed into the bank, and you do not need to choose the exact location an item occupies. Categories are visible on the left-hand side of the Bank UI with a name and icon. When a Category is selected, the right-hand panel will display the associated items within that Category.[/p]
  • [p]These sorting Categories are based around how an item is used in the game, rather than only their “taxonomical” groups such as with many skills. This means related items will usually be grouped together.[/p]
  • [p]Groups of items may be collapsed using the arrow button located on the right side of the UI, to hide their contents until the button is pressed again.[/p]
  • [p]Empty item groups are hidden until a relevant item is added to the bank.[/p]
  • [p]Items may appear under multiple different areas in the bank depending on their usage, for example Calamine may appear under “Magic & Arcana > Ecumenical Reagents” as well as “Mining > Catalysts” and “Alchemy > Ingredients”. It is useful to think of these categories similar fashion to the Broker filters; If an item can be used in a certain way, it will appear under the associated category.This also aids new players in being able to emergently learn about the game by simply depositing an item into their bank, as the Category it ends up in will tell them what it might be used for.[/p]
  • [p]Banks now have a set and visible item limit, rather than an effective limit imposed by how many bags you have in the bank.[/p]
    • [p]The new item limit for town and territory bankers is 1,000 items.[/p]
  • [p]The “Favored” category allows you to create Favored Lists by dragging items from your Inventory onto the space with a plus sign, creating what is essentially a loadout that can be withdrawn with one click to your Inventory. An example would be a list of different reagents of specific quantities, or a list of alchemical ingredients of just the right amounts to make a potion etc. This also works for crafted items of the same name.[/p]
  • [p]Bags containing items can still be deposited into the bank, however items contained in bags will now be displayed alongside other items in the Categories. You will know if an item is inside a bag if it has a little bag icon on the upper left corner of the icon frame.[/p]
  • [p]The bank now has a Search bar which can be used to filter for specific items.[/p]
  • [p]These changes do not affect house chests.[/p]
[h3]Items[/h3]
  • [p]Resources (such as Granum Pile, Metals, Woods, Extraction Materials and Carcass) as well as currency items such as gold and silver coins now stack up to 100,000 instead of 10,000. Many lower value gemstones and loot items also now stack up to 100 instead of 10.[/p]
  • [p]Clothos Worker Carcass now gives Silk when butchered.[/p]
  • [p]Reduced the amount of Pansar Carapace gained from butchering Tagmaton Carcasses.[/p]
[h3]Veterancy[/h3]
  • [p]You can now unlock Emotes, Fatalities and Capes from the Account Item menu using Veterancy, a new account-bound currency earned from your normal subscriptions.[/p]
  • [p]The Account Items UI has been completely remade, with categories for the various types of items which can be redeemed or claimed.[/p]
  • [p]You get Veterancy for every month you subscribe. Veterancy is instantly added to your account when you pay for a subscription package, with multi-month subscription packages offering additional bonus amounts of Veterancy.[/p]
  • [p]Everyone’s starting Veterancy will take into account their currently active subscription:[/p]
    • [p]Players with more than 3 months of subscription left will start with 90 Veterancy.[/p]
    • [p]Players with more than 1 month but less than 3 months of subscription left will start with 40 Veterancy.[/p]
    • [p]All other players will start with 10 Veterancy.[/p]
  • [p]You can now add a recruiter to your Account page on the https://www.mortalonline2.com/account/ site. If you enter a friend’s Recruitment Code to your Account page before you purchase a subscription package, they will be awarded 10% of the Veterancy you receive from the purchase.[/p]
  • [p]The Account page on our website now shows your Recruitment Code and has a “Copy Link” button to make it easier for people to add you as their recruiter. Whenever anyone using your Recruit Code gets Veterancy, you are awarded 10% of the amount they receive. For example, if someone adds your Recruit Code to their Account, and then purchases a 3 month subscription, you will gain 4 Veterancy. This will happen every time the Recruit pays for subscription, including recurring payments.[/p]
  • [p]Added 10 new Bloodline capes to the Veterancy Shop[/p]
    • [p]Tindremic Cape[/p]
    • [p]Kallard Cape[/p]
    • [p]Khurite Cape[/p]
    • [p]Sidoian Cape[/p]
    • [p]Sarducaan Cape[/p]
    • [p]Huergar Cape[/p]
    • [p]Blainn Cape[/p]
    • [p]Veela Cape[/p]
    • [p]Sheevra Cape[/p]
    • [p]Thursar Cape[/p]
  • [p]Added 10 new gesture Emotes to the Veterancy Shop[/p]
    • [p]Look Around[/p]
    • [p]Encourage[/p]
    • [p]Frustrated[/p]
    • [p]Behold[/p]
    • [p]Flaunt[/p]
    • [p]Pledge[/p]
    • [p]Pushup[/p]
    • [p]Flourished Bow[/p]
    • [p]Cheer[/p]
    • [p]Rally[/p]
  • [p]Added 9 new dance Emotes to the Veterancy Shop[/p]
    • [p]Jovial Jig[/p]
    • [p]Gracious[/p]
    • [p]Merry[/p]
    • [p]Snapping[/p]
    • [p]Rocking[/p]
    • [p]Rebel[/p]
    • [p]Groove[/p]
    • [p]Jaunty[/p]
    • [p]Gyrate[/p]
  • [p]Added 9 new Fatalities to the Veterancy Shop[/p]
    • [p]Riddance[/p]
    • [p]Ram[/p]
    • [p]Jawbreaker[/p]
    • [p]Skull Crack[/p]
    • [p]Backfist[/p]
    • [p]Tenderize [/p]
    • [p]Trample[/p]
    • [p]Devastate[/p]
    • [p]Merciless[/p]
[h3]Magic[/h3]
  • [p]Adjusted Akh Bond skill range from 62-70 to 76-87[/p]
  • [p]Adjusted Atrophy skill range from 76-87 to 66-77[/p]
  • [p]Adjusted Benumb Mind skill range from 66-77 to 62-70[/p]
  • [p]Increased Akh bond Mana Cost from 30 to 50[/p]
  • [p]Akh Bond now requires you to remain within 50m of your bonded creature, otherwise the link will be severed[/p]
  • [p]Added sanity checks to ensure only one instance of Akh Bond is affecting a player at a time.[/p]
  • [p]Reduced Death Hand base damage range from 34-36 to 32-34.[/p]
[h3]Combat Abilities[/h3]
  • [p]Reduced Flurry base animation length from 3.0s to 2.9s.[/p]
  • [p]Increased Hack base animation length from 3.1s to 3.5s to make it more readable.[/p]
  • [p]Reduced Split base animation length from 3.1s to 3.0s.[/p]
  • [p]Increased Rupture base animation length from 1.833333s to 2.0s to make it more readable.[/p]
  • [p]Increased Forceful Strike base animation length from 2.2s to 2.3s to make it more readable.[/p]
  • [p]Increased Impale base animation length from 2.2s to 2.3s to make it more readable.[/p]
  • [p]Fixed an issue where Invigorate was only increasing Stamina Regeneration by 50% instead of 100%.[/p]
  • [p]Reduced Brace Physical Defence increase from 25% to 20%.[/p]
[h3]UI and Interactions[/h3]
  • [p]Reworked the vendor UI to be more readable and support longer item names in the vendor’s sell list. You can now also resize the vendor window to your liking.[/p]
  • [p]A new window system has been developed to allow future windows to be more dynamic and to support the vendor UI rework.[/p]
  • [p]Fixed an issue with GM whispers[/p]
  • [p]Trying to claim Account Items while dead will now give a message rather than just not work.[/p]
  • [p]Added new titles for all the new Fatalities.[/p]
[h3]Bugs[/h3]
  • [p]Fixed eye adaption issues that caused the game to go very dark in some situations.[/p]
  • [p]Fixed light leak issues inside structures.[/p]
  • [p]Pickables should no longer spawn in mid air or floating underground.[/p]
  • [p]Fixed bug where a player mount would not stop moving after being teleported by a Game Master. This could cause players to accidentally move over edges and take fall damage while the loading screen was fading out.[/p]
  • [p]Added extra safety measures for player teleports and map transitions to reduce the risk of players falling through the ground when the loading screen closes.[/p]
[h3]Wars & Sieging[/h3]
  • [p]Guilds now need to be at War first to be able 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]You cannot end a war if any of the parties have a siege incoming or ongoing between them.[/p]
  • [p]Wars have a max duration of 14 days before they end on their own.[/p]
  • [p]Declaring war on a guild will now incur an ongoing hourly Upkeep cost as long as the war is active, which scales in cost depending on the average standing of the guild.[/p]
    • [p]This means that guilds with high standing will be more expensive to declare war on, while guilds with severely negative standing may incur no upkeep cost due to being hated by the realm.[/p]
    • [p]For reference this now means that to declare war on a guild with an average standing of 200, it will cost 30g per day, and to declare war on a guild with the maximum average standing of 1,000, will now cost 84g per day.[/p]
  • [p]A member’s average standing is now displayed in the guild member list, similar to how murder count was shown before.[/p]
  • [p]Added no-build zones around Keep Supply Lines to prevent them being unintentionally walled in. Siege Tents and Siege Machines may still be placed and built inside these zones.[/p]
    • [p]Note that any structures inside the new no-build zones will be moved outside of them, and we may offer refunds of the structure plans to the owners depending on a few factors once this is completed.[/p]
  • [p]Added no-build zones which cover the areas directly adjacent to keep walls, removing the ability to build houses or other territory structures close to a wall in order to get inside the keep without needing to siege the outer gate or walls. Siege Tents and Siege Machines may still be placed and built inside these zones.[/p]
  • [p]Supply Lines & Supply Storehouses can no longer be placed during an active Siege against your guild.[/p]
  • [p]The requirement to have 2 murderers in a guild in order to declare war on them has been removed, and replaced by the new Standing based upkeep mechanic.[/p]
  • [p]Wars may now only be ended by the declaring guild, the 14 day duration expiring, or by the declaring guild running out of gold in their Treasury to afford the upkeep cost.[/p]
  • [p]All existing wars have been ended.[/p]
[h3]Territory Control[/h3]
  • [p]Resurrecting at a non-town priest (house priest, TC priest or outpost priest) will now start a 10 minute timer, if the player dies within that time it will incur a cooldown for that player to resurrect from that priest. Resurrecting again at the same priest within this 10 minutes will increase the cooldown.[/p]
    • [p]This means resurrecting at the same non-town priest will incur longer waiting times for each consecutive death within a short time after resurrecting.[/p]
  • [p]Keep owners now have enhanced Region buffs while inside Regions controlled by them, which are connected in an unbroken chain of adjacent Regions back to their Keep Region. This connection has no limit to how far it can reach.[/p]
  • [p]An increased minimum placement distance of 100m has been set for every TC structure, which checks if the structure being placed is too close to another structure of the same type, for example placing a Culinarium too close to another Culinarium.[/p]
    • [p]This was done to prevent them being commonly used as cheap placement blockers.[/p]
[h3]General Balance[/h3]
  • [p]Increased everyone’s Health by +10 to slightly raise the TTK or “Time To Kill”.[/p]
[h3]Tasks[/h3]
  • [p]Re-added Blood Kua fishing tasks to the Fabernum Fishing Taskmaster’s task pool.[/p]
[h3]Pets[/h3]
  • [p]Reduced base Pet Point cost of Chickens from 25 to 5.[/p]
  • [p]Reduced base Pet Point cost of Rabbits from 25 to 5.[/p]
[h3]Engine[/h3]
  • [p]Improved PSO precaching to minimize hitching (Make sure to close the game with the “Quit Game” option after every play session to ensure the PSO file gets saved correctly, as it will build up over time to ensure smoother gameplay.)[/p]
  • [p]Added support for FSR 4[/p]
[h3]Network[/h3]
  • [p]Improved the client session logging in the backend for troubleshooting player connection issues to the server.[/p]
  • [p]Fixed issue where players could get stuck at “Going to Myrland…” after character selection.[/p]
  • [p]Fixed issue where the client would track an incorrect connection state during login and logout requests, which caused sporadic login problems.[/p]
[h3]Optimizations[/h3]
  • [p]Several optimizations to item code have been done on the server.[/p]
  • [p]Several optimizations have been done to the client.[/p]
[h3]World[/h3]
  • [p]Fixed over 200+ World and Art bugs.[/p]
  • [p]Removed an annoying fence from the path between the Fabernum crafting area and bank that required jumping over multiple times.[/p]
  • [p]Added a couple new lore notes to the Fabernum Inn.[/p]
  • [p]Added a new lore note nearby one of the Wayshrines.[/p]
  • [p]Fixed issue in level streaming that sometimes caused meshes like trees to not have collisions.[/p]
[h3]Known Issues[/h3]
  • [p]You can not drag items to and from the bank UI, you must use right click.[/p]
  • [p]Some players have problems with either Login to the character selection screen or not being able to connect to the next server when clicking Enter Myrland. Others get disconnected shortly after entering the game world. This seems to depend on the ISP and region of the user. Please contact support if this happens. The developers have expanded the session logging on the server to help troubleshoot at what step the connection fails.[/p]
  • [p]Some pre-existing items may not be sorted correctly into the new bank categories. If this happens and the item is stackable, try to split the item into multiple stacks and then recombine them, or combine a fresh item of the same type onto the existing stack to update it. If the issue still persists, please send a bug report containing all the information you can so we can look into it![/p]
  • [p]Some players may display an average standing value of zero in the guild member list until their standing is updated again.[/p]

Into the Vault #152 | Development Progress Update

[h2]What's New?[/h2][p][/p][p]This development update post will focus on how the things we announced in the last Into the Vault have been progressing now that they are further along in development. [/p][p]To recap, the main features we’re working on for the next patch are some changes to the War mechanics, Ether Wayshrines, the Banking Overhaul and Caravan Campsites.[/p][p][/p][hr][/hr][p]
[/p][h2]Banking Overhaul[/h2][p]
If you missed the original post and would like to read more about what the coming changes are to the bank, you can do so by visiting our previous development update which introduced the overhaul here on our website:[/p][p][/p]
[p]Into the Vault #150 | Update Info & PTR Date[/p]
[p][/p][p]The banking overhaul is coming along rather nicely, and is currently usable on our internal test server.[/p][p]Here is a peek at the current appearance of the new banking interface and some of the automatically sorted item categories, taken on our test server:[/p][p] [/p][p] [/p][p] [/p][p] [/p][p]Although the interface is still not finished visually and there are some key functionality items still in development, we are quite pleased with how it is performing already.[/p][p]It is now incredibly smooth to just drop an item into the bank and see it get automatically sorted into the correct category.[/p][p]In our original post, we outlined that something we wanted to fix was being able to split items out of house chests, however noted that doing so is no small feat due to requiring a rebuild of the entire item handling logic and backend systems. Regrettably but as expected, there was not enough room for this task to be done as part of this update. Additionally and for the same reasons, we must also mention that contrary to what we originally stated, in the end house chests will not be affected or changed as part of this banking overhaul. [/p][p]This means that the new banking system and user interface will only be used for town banks and territory control bankers, at least for now. Rebuilding the necessary components to support using the new UI for house chests as well as fixing the various issues surrounding them is still something we would like to do, however it can not be understated just how much of a commitment doing so would be at this stage.[/p][p][/p][p]Additionally, here is a look at the Favored List interface, where you can drag items of a certain quantity into the list and then, provided you have sufficient quantity in your bank, withdraw all of them at once with a single click.[/p][p]Note[/p][p]The button for doing this is not featured here due to it being not implemented in the test build that was active while the screenshot was taken, however it will appear next to the arrow on the right for collapsing and expanding the list.[/p][p] [/p][p]Here is an example of a Favored List someone might create for their commonly used reagents, of the quantity they usually withdraw before leaving town:[/p][p] [/p][p]Lastly, we have also added a new icon that will appear on items in your bank that are also inside a bag to help keep track of what things are connected to. The placement and look of this icon is being tweaked currently, so we won’t be showing it in this post, however you will of course see it on the PTR.[/p][p][/p][h3]Bank Item Limit[/h3][p]As a result of strong community feedback, we will not be reducing the bank item limit from 800 to 500 as part of the Banking Overhaul, instead we will be scheduling development resources into optimizing how the server handles stored item generation, and increasing the new bank item limit to 1,000.[/p][p]For more information about this, see our website announcement here:[/p][p]https://www.mortalonline2.com/announcement-bank-item-limit-change[/p][p][/p][p] [/p][hr][/hr][p]
[/p][h2]Ether Wayshrines[/h2][p]
The Ether Wayshrines have been coming along nicely and are functional, at this stage we are mostly looking at how to polish up the experience of using them along with chasing down a few lingering issues.[/p][p][/p][p][/p][p]We discussed these at length in our last Into the Vault development update, so to recap these Wayshrines are designed to essentially automate spirit travel between set locations, making the experience of moving around the map as a spirit substantially smoother.[/p][p]Currently, while travelling by wayshrine you will move at double the speed of normal spirit travel, however the time spent moving between wayshrines is often times quicker than that due to traveling in a straight line through the air, or “as the crow flies”.[/p][p]Due to how the wayshrine travel sequence works, we are very much looking forward to seeing how the myriad of different systems respond to the current speed of travel, in regard to any loading issues that might occur as the player moves through the world. When the time comes for the PTR, we will be sure to include a section in the questionnaire about this so you can let us know if you run into any issues related to this.[/p][p]Overall, the system is extremely promising and will allow more convenient traversal of the world in such a way as to maximize the amount of time spent actually playing the game in the way that you want to, rather than spending lengthy and tedious periods of time manually navigating the Etherworld.
[/p][p][/p][hr][/hr][p]
[/p][h2]Caravan Campsites[/h2][p][/p][p]The Caravan Campsites have now been placed outside their respective dungeons, and are fully operational with new accompanying tasks specific to each campsite.[/p][p][/p][p] [/p][p]These campsites each have the following:[/p]
  • [p]A red priest[/p]
  • [p]A Caravan Banker with a limited max item count of 30[/p]
  • [p]A Magic Vendor who sells basic ecumenical reagents[/p]
  • [p]A Utility Vendor who sells basic equipment such as bandages and arrows[/p]
  • [p]A taskmaster specific to the dungeon the campsite is next to[/p]
  • [p]Two Caravan Mercenaries who will only attack criminals and war combatants in an effort to keep fighting away from the campsite[/p]
    • [p]Naturally, these Caravan Mercenaries will not be capable of suppressing a large or strong enough force, and so these campsites will always include a strong element of risk and are by no means considered safe locations.[/p]
[p]One of the intended and expected uses of these Caravan Campsites is to facilitate the gameplay loop of spirit traveling to the campsite, resurrecting, then using whatever means at your disposal to kill and butcher some surrounding creatures to obtain materials. Then to use said materials to craft yourself some basic equipment should you have the profession skills to do so, delve into the nearby dungeon to fight its denizens for Glory and attempt to escape with any loot you may have found to be deposited safely with the Caravan Banker.[/p][p]You will of course need to transport any valuables to a different location such as a town in order to properly benefit from them, which will likely need to be done not infrequently due to the limited size of the Caravan Banker.[/p][p]The primary purpose of this new feature is intended to cater to smaller groups and solo players, although naturally larger forces will often be close at hand.[/p][p]
[/p][hr][/hr][p][/p][p][/p][h2]War & Sieging Updates[/h2][p][/p][p]For the War and Sieging updates, there is not much to comment on other than that all of them have been implemented for testing internally, if you would like to learn more about what is changing for wars and sieging, you can do so in our previous Into the Vault post here:[/p][p][/p]
[p]Into the Vault #151 | Banking Overhaul, War Updates, Ether Wayshrines & Caravan Campsites[/p]
[p][/p][p]One additional change that was not mentioned in the previous post is that we have added no-build zones which cover the areas directly adjacent to keep walls, disabling the (very much unintended) ability to build houses or other territory structures close to a wall in order to get inside the keep.[/p][p]

[/p][hr][/hr][p][/p][h2]PTR Date Coming Soon[/h2][p][/p][p]Although we aren’t quite ready to announce the date of the PTR for this patch, rest assured that it will not be too far away and we will make an announcement once everything looks ready.[/p][p][/p][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]

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]