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Into the Vault #148 | TC Overhaul Feedback Follow Up

Greetings Mortals,

Dive into the vault with us and read our latest development update over on our website!

https://www.mortalonline2.com/into-the-vault-148-tc-overhaul-feedback-follow-up


The feedback results from our last post are in, and we want to know what you think of our latest adjustments. This is a rather lengthy post including lots of information about the Territory Control Overhaul, as well as some additional items we did not mention last time, such as the Nation Standing Overhaul.

There is also a new feedback form linked at the bottom of the post.

See you in Nave!

Into the Vault #147 | Reckoning Expansion – Territory Control Overhaul

Territory Control Overhaul

[h2]Information Stream[/h2]
Yesterday we revealed more details surrounding the Territory Control Overhaul feature during a livestream on the official MortalOnline2 Twitch channel.
https://www.youtube.com/watch?v=PKZTOEhpmlI

[hr][/hr]

[h2]Overview – What is Changing?[/h2]

Currently the only major form of large scale Territory Control in game has been tied to the Keeps, which are able to grow their Territory area based on how high their Guild Tier is. Keep Territory areas then collide with each other and can not grow while touching another Keep’s Territory area. The idea behind this mechanic was to fuel conflicts from the desire to continue to grow past any other Keep Territories which may be adjacent to yours.

This design however had several problems, most of which many of you in the community are already aware of, such as not enough benefits to owning a Keep or increasing your Territory size beyond earning more taxes from player houses as well as being able to build Territory Control structures anywhere inside your Territory without the use of Claiming Stones. Additionally, this limited the mechanics of large scale Territory Control to only those guilds who own Keeps, of which there are 16 on Myrland, leaving out all other guilds.

To address these problems, we have gone back to the drawing board, overhauled this system of Territory Control and completely scrapped the growing and colliding Keep circles.

Instead, we have split up Myrland into fixed capturable Regions to compete over via more engaging mechanics, each offering their own benefits.

[hr][/hr]

[h2]Regions of Myrland[/h2]

The continent has now been separated into 31 distinct named Regions.

The map below shows the current layout and size of these Regions, however the final map will look somewhat different regarding specific border positions:
[h2][/h2]

Any guild may contest and claim any of these Regions by engaging with the new Outpost Siege mechanics, meaning Territory Control is not restricted to just Keep owning guilds.

Each Region has its own unique set of benefits, such as guild-wide buffs, collected taxes from every Player House and Stronghold located inside the Region, hourly generated Supply, local resources which are generated within the Region’s Outpost and must be withdrawn after reaching a certain cap in order to generate more.

These benefits will all be tailored to the local environmental aspects of each Region. For example, owning the Region which contains Cave Camp (the Northern Foothills in the above map) will likely provide a buff to Mining Yields, while owning a Region containing coastline will likely provide a buff to Fishing Catch Yields, or owning a Region containing dense forests and many creatures may provide a buff to Pet Experience Gain. We are endeavoring to make each of these Regions appealing for different reasons, so they are always desirable.

Each Region also has a set nation affiliation, such as Tindremic, Khurite or Wilderness.

We are also designing these Regions to be heavily and frequently contested, with a primary goal in mind being to facilitate reliable and engaging fights, centering around the Outpost Siege mechanics.

[hr][/hr]

[h2]Outposts[/h2]



Each of the 31 Regions on Myrland contains its own Outpost, which is a fortified wooden structure belonging to the guild who currently owns the Region it is in.

  • These Outposts are where the owners of the Region can withdraw any generated local resources, as well as store items in their unique Outpost Banker as well as use the Outpost Priest, which is currently planned to be set to guild use only, both of which will be locked behind a gate that only the Region owners can operate.
  • Outposts are the location where Outpost Sieges happen, which are the events that determine who will be the new owner of a contested Region.
  • Initiating a Region Claim and starting an Outpost Siege is done via the in-game map, by clicking on a Region and Contesting it. Contesting a Region will cost a decent amount of Prominence as well as some gold from your Guild Treasury.
  • Doing the above will start a countdown timer until the Outpost Siege begins, which we are currently setting to 1 hour. At this point everyone who looks at the map can see that the Region is being Contested and can view the Outpost Siege countdown timer. A guild can only have one outgoing Region Claim at a time.
  • There is a zone around every Outpost which disables murder counts while the Outpost Siege event is ongoing.
    • You will receive a [Game] message saying: “There is an ongoing Outpost Siege in this area, if you die here you will not be able to report others for murder.”
  • Once the Outpost Siege countdown has ended, the event will begin at the Outpost for that Region.


[hr][/hr]

[h2]Outpost Sieges[/h2]

After the cooldown timer has ended to initiate the Outpost Siege, the Outpost Siege event timer begins which currently lasts 1 hour, meaning the Attackers have one hour to complete all stages and successfully claim the region.

Outpost Sieges are designed to allow you to engage with their mechanics without requiring you to bring any resources or specific items such as Siege Tents or Manganons. This means you will not need to build anything or traditionally siege anything once the event starts.

The layout of the Outposts has also been designed to facilitate a variety of gameplay, with consideration for increased verticality and breaking lines of sight in certain areas.

Outpost Sieges consist of three main stages.

They are:

  1. Break down the Outer Gate
  2. Raise the Inner Gate
  3. Raise your Guild Flag


[h3]Stage 1 – Breaking the Outer Gate[/h3]

Once the event starts, three specialized structures will spawn outside the Outpost which produce Oil Pots automatically at a fixed rate of 1 every 30 seconds. These structures do not need to be built, do not require adding any materials and can not be destroyed during the Outpost Siege event.

  • Note: We are very open to feedback here regarding if the Oil Pots should require a player interacting with the station to produce them or if they should be produced automatically as we currently plan to.


The Attackers then need to pick up and carry these pots of oil to the outer gate of the Outpost.
  • Once enough oil pots have been piled up outside the gate (currently 20 pots), they will be ignited by fire, which will burn down the gate.


We are currently planning for allowing players carrying Oil Pots to drop them if they are shot or hit by the Defenders. We have the potential for several potentially interesting mechanics here, such as fire spells causing you to take increased damage when carrying an oil pot, or giving players the “Oiled” debuff if they’re forced to drop a pot etc. Things such as this naturally allow for the Defenders to interrupt the Attacker’s progress without fully committing to a fight outside the Outpost walls.

[h3]Stage 2 – Raising the Inner Gate[/h3]

Once the outer gate has been opened, the Attackers will then gain access to the area inside the outer gate as well as the first floor platform on the outside walls of the Outpost. The Defenders maintain access to the inner second floor wall platforms, however are able to drop down if they wish to fight the Attackers attempting to open the gates.

The Attackers must then open one or both of the two Inner Gates by operating a mechanism such as turning a wheel. While the defenders try to stop them.

  • Each gate has a wheel next to it, which when turned on will cause the gate to slowly rise, and when turned off will cause the gate to slowly lower. You do not need to stay next to the gate mechanism after interacting with it to turn it on or off, it will continue to raise or lower on its own unless toggled the other way by a member of the other team.
  • It currently takes 10 minutes for a gate to rise from 0% to 100% if uninterrupted.
  • If either gate is raised to 100%, the Attackers then gain access to the Inner Yard of the Outpost where the “King of the Hill” flag raising mechanic is played.


[h3]Stage 3 – Raising your Guild Flag[/h3]

  • A flag in the middle of the inner yard raises and lowers based on who from the attacking and defending guild is standing within its area.
  • If only the Attackers are standing in the flag area then the attackers will gain points.
  • If only the Defenders are standing in the flag area then the defenders will gain points.
  • If the flag reaches 100% for the Attackers, they win the Outpost Siege event and are the new owners of the Region.
  • If the Defenders manage to stop the attackers from raising their flag to 100% before the Outpost Siege event timer ends, the Defenders win and remain as the owners of the Region.
  • If one member of both the Attackers and Defenders are present in the flag’s area, the flag will not move. Either group must push out or kill the remaining members of the opposite side in order for the flag to tick up in their favor.
  • The flag will change to show the Heraldry design of guild with positive points, so as the attackers stand around the flag the following will happen:
    • Initially the flag will show the Defender’s Heraldry on it
    • The Attackers occupy the flag area and the flag will slowly lower to the bottom of the flagpole.
    • After the flag reaches the bottom of the flagpole, the flag will change visibly to the Attacker’s Heraldry, and begin to slowly rise to the top.
  • If uncontested, the flag will take 15 minutes to raise from 0% to 100%.
    • Meaning 7.5 minutes to lower it to the bottom, then 7.5 minutes to raise it back up with your guild’s flag on it.

Overtime Mechanic:
  • If the Outpost Siege event timer ends but the flag is still being contested by the attackers, it will enter an overtime state where the attackers can continue to gain points, however the moment they step out of the area they will lose and the event will end.


[hr][/hr]

[h2]After an Outpost Siege[/h2]
  • After an Outpost Siege event has ended, that Region can not be contested again by anyone for 2 hours. This number will very likely need to be adjusted based on playtesting and feedback during the PTR.
  • The initiation and outcome of every Outpost Siege event will be broadcasted via a new chat channel, for example:
    • “HedgeKnights has contested StoneMen’s claim on the Meduli Badlands!”
    • “The battle for Meduli Badlands has ended, StoneMen were victorious in their defence!”
    • “The battle for Bullhead Gulch has ended, Gorehammers now rule over the land!”


[hr][/hr]

[h2]What about Keeps?[/h2]

With the new systems, we can think of Keeps as larger versions of Outposts.

Each Keep has its own named and fixed Region it is located inside, which will offer specialized Keep oriented benefits, such as for example increasing the amount of taxes collected from Player Houses and Strongholds in any Regions you own, in addition to stronger versions of other Region buffs in order to make owning a Keep Region quite appealing.

We are still experimenting with many different ideas to make Keeps even more appealing, such as increased benefits from owning Regions that are connected to your Keep Region, however this is also an area that we are very open to feedback and suggestions about!

[hr][/hr]

[h2]Changes to Existing Sieging Mechanics[/h2]

We have seen some questions amongst the community about this Territory Control Overhaul in regard to any additional changes we are making to not just capturing and owning Territory and what benefits that gives you, but to the existing sieging mechanics.

We were not able to reveal what changes we are making here in last night’s stream as we are still looking into what we will be able to do alongside the rest of the larger changes and additions, however we are indeed looking at every aspect of sieging and declaring wars and plan to make adjustments and changes wherever we can to improve the overall experience.

We do have a list of things we plan to do already at the moment, however we don’t want to mention the specifics of them just yet in the event we might not have time for them in the end.

With that said however, we acknowledge that the current implementation of sieging has various problems. Such as siege windows with the potential for “false sieges” where a siege is declared but no attackers show up, with no option for the defenders to end the siege early via some kind of win condition, siege windows applying global vulnerability to all guild structures so we don’t know where on the map a siege will happen until it starts, war declarations requiring a guild to have no murderers in it which causes problems with Wilderness based guilds not showing up to Alert Towers, using cheaper TC structures like Culinariums and Alert Towers as blockers, issues with keep Supply Lines and Supply Storehouses being rebuilt during an active siege after being destroyed, the 24 hour vulnerability window on newly placed structures making it difficult to compete against a much larger force, and so on.

All of these things and much more are being evaluated and we plan to make adjustments where we can, and if certain aspects of the changes we want to make don’t fit inside the schedule for the Reckoning Expansion, we plan to follow up on them hopefully shortly afterward.

[hr][/hr]

[h2]We Want Your Feedback![/h2]

If you have any thoughts, feedback or suggestions about the new Region based Territory Control systems, please provide it using the link below to our feedback questionnaire!

https://forms.gle/JjqmCBqrz1rurFJWA

There will be a few specific questions in there regarding planned mechanics, along with space for you to provide longform feedback.

Note

Please keep in mind that as development progresses, any details described above may change or be adjusted where necessary.

See you in Nave,

The Star Vault Team




Into the Vault #146 | Reckoning Expansion – Invasions

Invasions Info Stream


Yesterday we revealed more details surrounding the Invasions feature during a livestream on the official MortalOnline2 Twitch channel.

https://www.youtube.com/watch?v=M4_urkWxeKs

[hr][/hr]

The Tagmaton Threat


As many of you who have read the lore article “A New Dawn” on our website may know, the most defining event which occurred between Mortal Online 1 and Mortal Online 2 is known as “The Tagmaton Irruption”, when nearly all life on Myrland was quenched by their unimaginable number.

Although these new rumored stirrings are nothing compared to the horrors of The Irruption, the Tagmatons appear to be increasing in activity once again.

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

[hr][/hr]

Every invasion begins with a single creature, the Drone. These Drones will spawn in semi-random locations on Myrland, and immediately begin scouting for a suitable location to call forth the invasion force.

Once they have found one, they will attract a variant of Tagmaton known as a Disgorger to the chosen site.

The Disgorger is large and worm-like, although still an insectoid in that it has three body segments and six vestigial legs. Its entire purpose in life is to function as a kind of transport tube for other variants of Tagmatons to travel through, it does this by moving through the ground and surfacing at a destination location chosen by scouting Tagmaton Drones.

The other Tagmatons located in their nests underground then enter it from the rear end and move through the inside of it in a fluid,both by crawling as well as being pushed along by contracting muscles similar to a mammal digestive system’s intestines. They are then expelled through the mouth of this creature, and begin transforming the environment around the Disgorger.

The first to spew forth onto the surface are the winged Scramblers, who immediately take to the skies and begin surveying the area. Then come the evasive Borers, who opposite to the Scramblers will climb out of the Disgorger and begin digging into the surrounding ground, forming tunnels and loosening the soil in preparation for terraforming.

Bursters, with their bulbous fluid filled abdomens follow closely behind, depositing enzymes and spores which play a critical role in the biological characteristics of these Tagmatons.

As the Tagmatons solidify their presence and foothold on the new area, over time the Disgorger will expel larger and stronger Tagmatons to aid in its defence, such as the scyth-limbed Slayers, agile Lancers, enormous Bulwarks and fearsome Harbingers.

Once the location has been deemed ready, a Broodmother will ascend, and after some time, gather a large number of her followers and begin marching across the land to attack the nearest town.


In order to quell the invasion, you must locate and destroy all Disgorgers and Drones.

Beware however, as Disgorgers grow stronger the longer they are alive, and so the oldest Disgorgers will likely be surrounded by many of the strongest variants of Tagmatons.

The specific mechanics for eliminating a Disgorger will not be as simple as hitting it, however we will reveal these at a later time.

[hr][/hr]

New Loot Items


To go along with the spectacle of the invasions themselves, we will also be introducing a new crafting material known as Huskweave, which will only be obtainable from killing and harvesting these Tagmatons.

There will also be many interesting items one might be able to gather from dead Tagmatons, from new house decorations to strange organic glands that may have intriguing but useful effects when consumed.

[hr][/hr]

Brood Egg Hatching


As shown in our reveal stream, one of the new mechanics coming with the Invasions feature is the ability to find and hatch Tagmaton Brood Eggs.

These eggs will be obtained largely from Tagmaton Broodmothers, and each one will hatch into a Tagmaton Wriggler.

If you manage to keep this Wriggler alive and fed for long enough, it will undergo metamorphosis, turning into one of many new and interesting pets.


[hr][/hr]

The Hivebreakers


The Hivebreakers are an association of people who carry the weight and heritage of survivors of the Tagmaton Irruption, and have dedicated their lives to the hunting, slaying and culling of Tagmatons wherever they can find them.

This group can be found in small encampments outside some towns, dressed in, ornamented and decorated by pieces of exoskeleton and carapace from the Tagmatons they have slain.

These are the people who have learned how to harvest and craft with Huskweave, and where you can obtain knowledge of it from, for a price.

Their self-appointed title evokes a sense of purposeful and driven pursuing of Tagmatons to eradicate them as quickly and brutally as possible.

They are focused on vengeance for what the Tagmatons have done to the population of Myrland and the relatives of those within the group. Their goal is to kill, humiliate and insult the Tagmatons however they can, while vigorously opposing any attempt from the Tagmatons to expand into Myrland once again, lest history repeat itself.

In exchange for the currency earned for completing the tasks and challenges offered by them, they will sell various items to you, such as wall mounted body parts of slain Tagmatons, as well as the crafting skill lore book for Huskweave, and for the worthy few, a striking garment which identifies a proven and honored member of their rank, the “Hivebreaker Cloak”.



Note

Please keep in mind that as development progresses, any details described above may change or be adjusted where necessary.


See you in Nave,

The Star Vault Team

Patch Notes 2.1.6.39

[h3]Chat Window[/h3]
  • You can now resize the chat window from any edge instead of using the corner button.
  • Chat tabs will automatically scroll to the bottom when selected, but only if you were already at the bottom previously.
  • You can now choose when tabs alert you: "Never", "On Mention", or "Always".
  • When exiting mouse mode, the chat window will automatically hide itself except the chat text.
  • All chat input fields are now visible at all times, not just in the active chat window. Inactive input fields appear dimmed, making it easier to identify which chat window is currently active.
  • Fixed text parsing issue where a chat string with many @-symbols could infinitely hang the game.
  • Fixed an issue where mouse mode would automatically disable when clicking outside the chat input field (if the chat was focused with Enter without mouse mode). The mouse now remains active until manually exited with Z key or until the text message is sent.
  • Fixed an issue where chat messages would disappear when moving tabs to new windows or undocking them.
  • Fixed an issue with @mention not triggering a notification if the mentioned player had not typed any chat message before receiving it.


[h3]Bugs[/h3]
  • Reporting a player using the chat now creates a GM ticket
  • Fixed tooltip on the chat input
  • Fixed a rare crash
  • Added a possible fix for the NPC textures not loading in correctly.

Patch Notes 2.1.6.32

[h3]Important:[/h3]
We have updated Easy Anti Cheat. If you have issues starting the game please press the install EAC in the launcher before starting the game.

[h3]New chat system[/h3]
The in-game chat system has been completely remade and overhauled.

  • You can now right click chat tabs to:
    • Add a new custom tab
    • Remove the clicked tab
    • Bring up settings for the tab
    • Bring up settings for the chat window
  • Removed option to turn off help chat in settings since you can now turn it off per chat window.
  • Added a new color wheel when choosing chat channel colors.
  • Rebuilt the chat settings.
  • You can now show timestamp on chat messages, this can be set per chat channel in the settings.
  • Whispers from the other players now by default open a new chat tab in the general chat window.
  • You can turn the option to create a new chat tab per whisper on and off in the chat settings.
  • You can now tab complete in the chat input. ex writing /s and pressing tab will autocomplete to /s and next tab will complete to /say etc.
  • You can now tab complete names in the chat input by writing @ and a name of someone who has chatted with you.
  • Writing @name in the chat will now be converted into a player link.
  • Left clicking a player name in the chat will now auto fill /whisper PlayerName
  • Right clicking a player name in the chat will now bring up a context menu where you can:
    • Add Friend
    • Invite to Guild
    • Mute Player
    • Report Player
  • You can now drag an item to the chat input and it will send a link to that item that others can click to inspect.
  • Added profanity filter to the chat.
  • Added option to turn off profanity filter in the chat settings.
  • All GM-whispers and interactions with gamemaster now open up in a separate chat window.
  • You can now drag chat tabs out of a chat window to create a new chat window.
  • You can now drag chat tabs onto other chat tabs, rearrange their order or add them back to a chat window.
  • You can now click a channel name to switch to that channel in the chat.
  • Add a new global chat channel nave. (/world /n /nave)
  • Add a new global chat channel trade. (/trade /t)
  • You can now set what channels each chat tab subscribers to by right clicking the tab and choosing tab settings.
  • Removed a LOT of old chat commands. If your favorite command is missing let us know.
  • Chat windows now scale better when being scaled.
  • The localization of all chat components have been improved.
  • Tabs that receive a message but are not currently visible will now get a small indicator showing you there are messages in that tab.
  • Players that receive time outs of bans from voip or text chat now get a message with the reason for the timeout.
  • Context menu now opens up in the other direction if outside of the screen.
  • You can now right click the channel in the chat input window to open up a context menu with all channels.
  • Tweaked profanity filter. This is still work in progress so please report words that get caught in the filter but should not.
  • Unselected chat tab buttons are now more visible and just darker.
  • Chat Input now handles tab completion without removing all spaces in the sentence.
  • Improved the feedback to clients sent from the chat server.
  • Added /mute and /unmute chat command.
  • Up and down arrows while having a chat input focused will now cycle history for that chat input.
  • Dedicated whisper and gm-whisper tabs now auto change to their channel and add the name of the person you whisper to the input field when the tab is clicked.
  • Changed default tabs help and trade are now separate tabs by default. Whispers no longer show up in general by default since they create a new tab.
  • Changing tabs will now auto change channels if the tab is not subscribed to your current channel.


[h3]Bugs[/h3]
  • Fixed rare issue that caused loot to sometimes NOT spawn if you had Loot Luck.
  • Logout now cancels when items are being moved around.


[h3]General changes[/h3]
  • All smaller gatherables and pickables (not trees) now have a small chance of giving a Rare Plant Seed that can be combined with a Plant Pot to make a nice decoration for your house. Plant Pots can be purchased at any Utility Vendor.
  • Fixed bug causing the Parry spark VFX to not show correctly.


[h3]Engine[/h3]
  • The engine has been upgraded to Unreal Engine 5.5.3
  • Updated FSR to version 3.1.3
  • Updated DLSS to version 4.0.0-NGX310.1.0.0


[h3]Spells[/h3]
Developer note:
Many (but not all) of the following spell balance adjustments which affect the damage range of a spell have been made to lessen the element of RNG while casting, with the average damage being maintained on them. This does not apply to all cases where spell damage has been affected however, and some have been nudged up or down for balance purposes.


  • Lesser Healing Mana cost increased from 4 to 5.
  • Lesser Healing base healing range tightened from 12 - 18 to 14 - 16.
  • Stilling Mist base healing range increased from 2 - 3 to 3 - 4.
  • Stilling Mist Purified Water reagent cost adjusted from 10 to 5.
  • Greater Healing base healing range tightened from 28 - 34 to 30 - 32.
  • Lightning base damage range adjusted from 18 - 23 to 21 - 22.
  • Lightning Mana cost decreased from 20 to 18.
  • Lightning cast time decreased from 2.1 to 1.7.
  • Thunderlash damage range adjusted from 24 - 31 to 27 - 28.
  • Flamestrike Mana cost increased from 45 to 50.
  • Flamestrike damage range adjusted from 33 - 41 to 36 - 38.
  • Shock base damage range adjusted from 19 - 24 to 20 - 21.
  • Mental Leech lifetime decreased from 60 to 15 seconds.
  • Mental Leech Mana cost decreased from 25 to 8.
  • Mental Leech cast time reduced from 2.3 to 1.2.
  • Outburst Mana cost decreased from 13 to 12
  • Outburst cast time reduced from 2.2 to 1.9.
  • Outburst base damage range adjusted from 15 - 18 to 15 - 16.
  • Earthquake base damage range adjusted from 32 - 38 to 34 - 36.
  • Fulmination base damage range tightened from 30 - 40 to 34 - 36.
  • Blind Mana cost increased from 15 to 20
  • Blind cast time decreased from 2s to 1.4s
  • Expel Spirit duration increased from 60s to 90s
  • Mental Projectile base damage range tightened from 28 - 38 to 32 - 34.
  • Death Hand base damage range tightened from 30 - 40 to 34 - 36.
  • Mending Vapors cast time reduced from 1.5s to 1.1s


[h3]AI[/h3]
  • Updated and rebuilt the AI attack code. This will change how some AI use their attacks making them “smarter” when they decide what attack to use.


[h3]Art[/h3]
  • Lot’s of world landscape and terrain fixes.
  • Lot’s of navmesh improvements to prevent Ai spawning inside objects.
  • Fixed an issue where you could target the Sidoian Pathfinder through the boss doors.
  • Fixed a lake at a Fishing POI where you could not fish.
  • Fixed an issue when choosing high FOV deformed the landscape a lot.
  • Added missing Guards at Toxai task vendors.
  • Added a missing POI that just had loot and no structure.


[h3]Pets[/h3]
  • Bush Pigs are now rideable.
  • Lowered Bush Pig Pet Point base cost at level 50 without Lore skills from 25 to 20.
  • Lowered Bush Pig Taming level range maximum requirement from 11 Taming to 7.
  • Taur Dog Stamina lowered from 900 to 800.
  • Taur Dog third speed lowered from 830 to 820.
  • Increased the incline Spiders and Lykiators can climb up by 1 degree.
  • Venomous Bite cooldown on all spiders increased from 0.8s to 1.5s.


[h3]Alchemy[/h3]
  • Increased base alchemy effect strength for Magic Defence.
  • Increased extraction yield of Magic Defence base material.
  • Adjusted alchemical modifier strengths for the Magic Defence effect.
  • Fixed bug causing Magic Reflect buffs from potions to stack.


[h3]UI[/h3]
  • Added support for context menus, these are sub menus that can appear when you right click on UI.
  • You can now right click player names in the rankings menu to bring up the context menu.
  • You can now right click player names in the matches menu to bring up the context menu.
  • You can now right click player names in the friend list to bring up the context menu.
  • You can now right click player names in the guild member list to bring up the context menu.
  • You can now right click player names in the broker to bring up the context menu.


[h3]Optimizations[/h3]
  • Player and NPC armour are now merged into one mesh, improving CPU performance.
  • New Unreal Engine rendering technology is used to improve frame pacing.
  • Improved performance in large-scale battles.
  • General world optimization with up to 50%+ better performance in certain areas.


[h3]Server[/h3]
  • Large parts of the chat server have been updated and improved.
  • Fixed an issue where choosing Bakti as a starter town could send you somewhere else.
  • Dramatically improved startup and shutdown performance. Server initialization now completes in under 1 minute (down from 30 minutes), allowing for faster updates and maintenance with minimal player disruption.


[h3]Known Issues[/h3]
  • Character textures sometimes appear at a lower resolution than intended. We are working on a fix for this.