Public Test Realm 1.1.4.33
[h2]The PTR servers are once again open to the public![/h2]
How to Access the UE5 PTR
Audio
Skills
Movement and Combat
Flags and Standing
Optimizations
Buildings and Placement
Guilds and Territory Control
Magic
Characters, AI and NPCs
Input, Engine and Game Settings
UI and Interactions
Lighting, Weather and Environment
How to Access the UE5 PTR
- Open your Steam client and right click Mortal Online 2 in your games library.
- Click ‘Properties’
- Click ‘Betas’ on the left
- Using the ‘Beta Participation’ dropdown menu, click on the Mortal Online PTR branch.
- Your Steam client will then patch your game over to the test branch, and if the servers are up already you will be free to log in as normal.
Audio
- Added Tindrem Vocal Theme song to Tindrem.
- Fixed issue with footstep ground traces causing sounds to sometimes not play. This was most noticeable on horses.
Skills
- Engineering skills now gain experience when building.
Movement and Combat
- Equipment hits are removed for all equipment types except shields.
- Fixed issue where players could be pushed through walls by mounts and creatures.
Flags and Standing
- Fixed a bug where the pets flag did not always update properly.
Optimizations
- Adjusted config settings to exclude small objects in the distance from shadow passes.
- Moved fur mesh generation to a background thread to reduce creature loading stutter.
- More game assets are added to the preload stage to reduce loading stalls mid game.
- Schedule engine level destruction of gameplay actors over time to reduce micro stutters.
- Reduced the cost of GPU velocity pass.
- Fixed issue where an AI changing growth level would flush async loading and cause a game stall.
- Fixed issue where spell effects could flush async loading and cause a game stall.
Buildings and Placement
- Clarified some placement obstruction messages based on feedback from the previous PTR.
- Supply Storehouses now only add defence to structures which are within 100m of them.
- Removed the limit of only being able to build 1 Supply Storehouse.
- Supply Storehouses now have a placement check, which will not allow placement if you are trying to place one too close to another Supply Storehouse.
- Removed the Guild Guard from Priest Shrine Tier 3.
Guilds and Territory Control
- Only the owners of a building may now pay its upkeep. Upkeep for keeps can be paid by guild members.
- Fixed an issue that caused keep connected buildings to be able to be claimed by other guilds if destroyed.
- Fixed issue where a user could disband a guild, create a new guild, and then automatically reclaim all the structures from the previous guild.
- You can no longer use a Gate Expansion Plan to rebuild a previously existing but destroyed gate expansion to take ownership over it.
- Guild members may not upgrade others houses, only the Owner of a house can upgrade it.
Magic
- Fixed players receiving more than one instance of "Glory" even if they have been healing.
- Fixed players healing other players' pets would not give them a share of the glory.
- Fixed healing calc where tamed/dom/ritual/zombies with full hp was counting as contributing, when you were actually healing for 0.
- Fixed calc where players would sometimes be credited more than intended due to not properly checking Current Max Health.
Characters, AI and NPCs
- Fixed issue in navmesh queries where AI would take shortcuts through the air when going up or down steep slopes.
- AI now have individual spawn timers. This means that two AI killed at the same time will also spawn at the same time.
Input, Engine and Game Settings
- The game now enforces the FOV range seen in the game settings to block players trying to circumvent it by unallowed means.
- Updated physics on all capes and hairstyles due to the physics engine upgrade to Chaos.
UI and Interactions
- Fixed a bug where title progression only updated once in real time.
- Fixed broken grass gathering in a few places in the world.
- Your guild name is now visible in the Social window under the Guild tab.
- You now see a skull icon under the crosshair if you target a murderer and a sword icon if the person is a criminal.
- Fixed issue where users would not be able to enter Nave after leaving Haven without restarting the client.
Lighting, Weather and Environment
- Various art fixes across the world based on bug reports.
- You can now walk on the ropes between buildings in Kranesh again.
- Clear weather is now more common all over Myrland.