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Mortal Online 2 News

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.

[/p][hr][/hr][p]
[/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.
[/p][hr][/hr][p]
[/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]
[/p][hr][/hr][p]
[/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

[/p][hr][/hr][p]
[/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.

[/p][hr][/hr][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 2.2.0.6

[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]

Patch Notes 2.2.0.0

[h2][/h2][previewyoutube][/previewyoutube][h2][/h2][hr][/hr][h2]
Combat Abilities[/h2][p][/p][h2][/h2][p]One of the major new features of the Reckoning Expansion, the Combat Ability and Adrenaline system.[/p][p][/p][p]These new and impactful additions represent the largest and most evolving change to the game’s combat to date. [/p][p][/p][p]You will be able to unlock and use new and unique Combat Abilities for every weapon group (with the exception of Lances) including Bows. Using these Combat Abilities consumes a new resource called Adrenaline, which is generated by engaging in combat actions.[/p][p][/p][p]Each weapon group has three unlockable Combat Abilities, which can be obtained from the Soldier and Hunting Taskmasters in towns.[/p][p][/p][h3]Unlocking Combat Abilities[/h3][p][/p][p]Every Combat Ability must first be unlocked by reading its associated Combat Treatise Chapter. These are consumable items which teach you how to perform a specific Combat Ability.[/p][p]These combat treatises are named books written by in-world authors, and are obtained primarily from the existing Soldier and Hunter Taskmasters in every town, with abilities for bows, spears and daggers being obtained from the Hunter Taskmaster, while most melee weapon abilities will be obtained from the Soldier Taskmaster. Every town will have at least the first chapter for every weapon group available, while the second and third chapters must be obtained from specific towns. [/p][p]For example, the combat treatise for Two Handed Swords is called “Dancing on the Edge” written by Wentunio Vygos, and consists of three chapters, one for each Two Handed Sword combat ability:[/p]
  • [p]Dancing on the Edge Chapter I: Hilt Strike[/p]
  • [p]Dancing on the Edge, Chapter II: Flurry[/p]
  • [p]Dancing on the Edge, Chapter III: Hanging Thrust[/p]
[p]Every weapon group has their own unique combat treatise book name, author and chapters.[/p][p]Something important to note is that the chapters do not need to be read in order, however each combat ability does have a specific minimum skill requirement for its associated weapon group. For example you might need 50 Sword skill to perform Flurry, and 100 Sword skill for Hanging Thrust. Generally combat abilities which require more Adrenaline will have a higher skill requirement.[/p][p]
The number of task coins required for these ability unlock items are intended to be reasonably low and readily accessible.[/p][p][/p][h3]Adrenaline[/h3][p]Every Combat Ability costs Adrenaline to use, which is a new resource similar in concept to Stamina or Mana.[/p][p]Adrenaline is displayed in the center of the screen, and consists of 10 separate points.[/p][p]While not fighting, your Adrenaline will passively generate up to 1, allowing you to initiate combat by performing any Combat Ability with an Adrenaline cost of 1, should your chosen weapon group have one.[/p][p]Adrenaline is gained by engaging in combat related actions, such as dealing damage, taking damage, parrying, killing someone or performing a fatality. Damage dealt by Combat Abilities does not generate Adrenaline.[/p][p]When taking damage you gain four times more Adrenaline for each point of damage taken compared to when you deal damage, this was done to allow players who are outnumbered and thereby naturally receiving more damage and opportunities to parry on average, to generate more Adrenaline organically and have more frequent opportunities to use Combat Abilities, which if done skillfully could help them overcome greater odds.  [/p][p]When you have been out of combat for 7 seconds, meaning you have not hit or been hit by anyone, your Adrenaline will begin to decay until it reaches your passively generated threshold of 1. The intention here is to allow players to earn Adrenaline rather quickly when engaging in combat and allow the use of combat abilities reasonably frequently, however once the combat has ended or paused for a while, for any Adrenaline remaining to be drained away. [/p][p]One primary focus of this decay mechanic is to move toward it not being viable to “preload” Adrenaline on your friends before a fight.[/p][p][/p][h3]Clade Specific Adrenaline Modifiers[/h3][p]Each of the four Clades, (Human, Alvarin, Oghmir and Thursar) has a unique benefit to how they gain Adrenaline. These benefits are tied to specific Clade Gifts which must be unlocked.[/p]
  • [p]Humans decay Adrenaline 3 times slower than other clades.[/p]
  • [p]Alvarin passively generate up to 2 Adrenaline instead of 1.[/p]
  • [p]Oghmir gain more Adrenaline from taking damage than other clades.[/p]
  • [p]Thursar have an additional +1 to their maximum Adrenaline, allowing them to generate and use up to 11 Adrenaline instead of 10. Thursar also gain slightly more Adrenaline from dealing damage than other clades. [/p]
[p][/p][h3]Selecting your Combat Abilities[/h3][p][/p][p]After you have unlocked a Combat Ability, you will need to open the Combat Abilities UI page, which is a new tab appearing in the Skill menu ( \[L] by default ).[/p][p]From there, you can select your weapon type, and view your unlocked Combat Abilities.[/p][p]At the bottom of the page there are 5 slots, which indicate which abilities you have currently selected. These 5 slots also appear when you are in combat mode on your screen, and are separate for each of the shown weapon types, they also update automatically when you swap to a different weapon.[/p][p]Below the Combat Abilities specific to each weapon type, you can view all of the Shared abilities, which as the name implies are shared across all weapon types. This means you can select which weapon specific combat abilities you would like to have in your set, along with which Shared abilities you would also like to include.[/p][p]Currently there are 3 different weapon specific Combat Abilities for each weapon type, except for Bows which have 7, allowing you to for example have 3 Two Handed Sword abilities selected, along with 2 Shared abilities, or even all 5 as Shared abilities if you so desire.[/p][p][/p][h3]Combat Ability Keybind Update[/h3][p]As we now have 5 separate dedicated slots for Combat Abilities, we needed to reevaluate our default keybind layout to make room for them.[/p][p]Some notable changes include moving the interact key to E, Weapon Swap to Middle Mouse Button, and the default casting keys to Mouse Thumb buttons 1 and 2. If you do not have thumb buttons, you will of course be able to rebind these actions to any key of your choosing in the settings.[/p][p]As such, existing players will likely need to shuffle things around in their keybind settings.[/p][p][/p][h3]Types of Combat Abilities[/h3][p]There are two different types of Combat Ability when it comes to activating them.[/p]
  1. [p]Instantly activated Combat Abilities[/p]
  2. [p]Directionally activated Combat Abilities[/p]
[p]Instantly activated combat abilities are as simple as they sound, when you press your dedicated keybind for that combat ability, the ability will automatically activate and be performed.[/p][p][/p][p]Directionally activated combat abilities are slightly different, in that they have one additional step.[/p][p]Each Directional combat ability has a set of available directions, which represent all of the valid directions you can choose to initiate that combat ability from. [/p][p]To use a Directional combat ability, simply press your dedicated keybind for the ability, and then initiate an attack from one of the valid directions. You will then perform the combat ability using a unique animation that is specific to that direction, with a good example being the Two Handed Sword Combat Ability called Flurry.[/p][p]Flurry is a Combat Ability which performs two horizontal cuts from opposite directions. It has two available directions, Left and Right, after activating Flurry, if you initiate it from the right, you will perform a right cut followed by a left cut. If you perform it from the left, you will perform a left cut followed by a right cut.[/p][p]This applies to every other Directional combat ability, where the chosen direction is always where the first attack will come from. [/p][p]Combat Abilities can have multiple strikes within the same animation, and so although Flurry only has two, there are several abilities which have three and even four different strikes which each come from different directions. This means the number of different unique attacks which are being added to the game is quite large, as a seasoned player will need to learn and remember the sequences of many different abilities in order to preemptively parry in the right directions consecutively.[/p][p][/p][h3]Combat Ability Variables[/h3][p]These are some of the variables combat abilities may have:[/p]
  • [p]Whether the ability is parry-able[/p]
    • [p]Note: apart from naturally the bow abilities, currently this is only being used for Crushing Blow and Severance.[/p]
  • [p]Whether the ability allows the player to sprint while using it[/p]
  • [p]The set turn radius in degrees per second while the ability is active[/p]
  • [p]Whether the ability can be used while mounted[/p]
    • [p]This is necessary to restrict the melee abilities to be usable on foot only, however most of the Bow abilities can be used while mounted, in addition to the Shared abilities.[/p]
  • [p]Whether the ability interrupts spellcasting[/p]
  • [p]Whether the ability causes knockback[/p]
[p]In addition to the above, many combat abilities apply various effects to your opponent when hit by them, from Armor Piercing and Bleeding to Mana Drain and higher equipment durability damage, as well as various new Debuffs such as Sapped which reduces stamina regeneration, Dazed which pauses Mana regeneration and Limping which slows the movement of creatures.[/p][p][/p][hr][/hr][p][/p][h2]Tagmaton Invasions[/h2][p][/p][h2][/h2][p]As many of you who have read the lore article “A New Dawn” over 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.[/p][p][/p][p]Although these new rumored stirrings are nothing compared to the horrors of The Irruption, the Tagmatons appear to be increasing in activity once again.[/p][p][/p][p]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.[/p][p][/p][p]Once they have found one, they will attract a variant of Tagmaton known as a Disgorger to the chosen site.[/p][p][/p][p]The Disgorger is large and centipede-like. 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.[/p][p][/p][p]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.[/p][p]
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.[/p][p][/p][p]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.[/p][p][/p][p]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 scythe-limbed Slayers, agile Lancers, enormous Bulwarks and fearsome Harbingers. [/p][p][/p][p]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.[/p][p][/p][p]In order to quell the invasion, you must locate and destroy all Disgorgers.[/p][p][/p][p]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.[/p][p][/p][p]The specific mechanics for eliminating a Disgorger will not be as simple as hitting it however, due to their extremely hard carapace the only way to damage them is to utilise the explosive nature of the Tagmaton Bursters to your advantage, which are known to be most vulnerable just before they explode.[/p][p][/p][h3]New Loot Items[/h3][p]To go along with the spectacle of the invasions themselves, we have also introduced a new crafting material known as Huskweave, which may only be obtained from killing and harvesting Tagmatons.[/p][p][/p][p]There will also be many interesting items one might be able to gather from dead Tagmatons, such as strange organic glands that may have intriguing but useful effects when consumed.[/p][h3]
Brood Egg Hatching[/h3][p][/p][p]One of the new mechanics coming with the Invasions feature is the ability to find and hatch Tagmaton Brood Eggs.[/p][p][/p][p]These eggs will be obtained largely from Tagmaton Broodmothers, and each one will hatch into a Tagmaton Wriggler.[/p][p][/p][p]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.[/p][p][/p][h3]The Hivebreakers[/h3][p]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. [/p][p][/p][p]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. [/p][p][/p][p]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.[/p][p][/p][p]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.[/p][p][/p][p]In exchange for bringing them various Tagmaton body parts as proof of honor, the Hivebreaker Appraiser will award you with “Hivebreaker Marks”. They will also sell various items to you in exchange for you collected Hivebreaker Marks, 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”.[/p][p][/p][hr][/hr][h2]
Territory Control Overhaul[/h2][p] [/p][h3]Regions of Myrland[/h3][p]The continent has now been separated into 35 distinct named Regions.[/p][p][/p][p]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 anymore.[/p][p][/p][p]Each Region has its own unique set of benefits, such as guild-wide buffs while you are inside a Region you own, collected taxes from every Player House and Stronghold located inside the Region, hourly generated Supply and local resources which are generated within the Region’s Outpost and must be withdrawn after reaching a certain cap in order to generate more. [/p][p][/p][p]These benefits are tailored to the local environmental aspects of each Region. For example, owning the Region which contains Cave Camp will provide a buff to Mining Yields, while owning a Region containing coastline will 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 have endeavored to make each of these Regions appealing for different reasons, so they are always desirable, however without causing significant harm to the world’s resource economy. [/p][p][/p][p]Each Region also has a set nation affiliation, such as Tindremic, Khurite or Wilderness, which is used to determine what type of Standing is lost when being reported for murder or committing crimes.[/p][p][/p][p]We have also designed 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.[/p][h3]
Outposts[/h3][p]Each of the 35 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.[/p][p][/p][p]These Outposts are where the owners of the Region can withdraw any generated local resources, as well as store items in their unique but slot-limited Outpost Banker as well as use the Outpost Priest, which is currently set to guild use only, both of which are locked behind a door that only the Region owners can operate freely.[/p][p][/p][p]Outposts are the location where Outpost Sieges happen, which are the events that determine who will be the new owner of a contested Region.[/p][p][/p][p]Initiating a Region Claim and starting an Outpost Siege is done via the in-game map by right-clicking on a Region to Contest it. Contesting a Region will cost a decent amount of Prominence as well as some gold from your Guild Treasury.[/p][p][/p][p]Doing the above will start a countdown timer until the Outpost Siege begins, which is 1 hour long. 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 Contest at a time.[/p][p][/p][p]Once the Outpost Siege countdown has ended, the event will begin at the Outpost for that Region.[/p][p][/p][p]Please note that initially as a special case scenario, all Regions will be Neutral and unclaimed, allowing the first guild to click them to own them immediately without going through the Outpost Siege mechanics. Due to their design, this is the only time this will happen. Once all Regions have been claimed by a guild, the only way for them to change hands is through the Outpost Siege mechanics.[/p][p][/p][h3]Outpost Sieges
[/h3][p]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 as their own.[/p]
  • [p]A guild must be at least Guild Tier 2 to contest a Region [/p]
  • [p]A guild must have a total of at least 20 members to contest a Region[/p]
  • [p]There is a zone around every Outpost which disables murder counts while the Outpost Siege event is ongoing.[/p]
[p][/p][p]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.[/p][p][/p][p]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. [/p][p][/p][p]Outpost Sieges consist of three main stages. [/p][p]They are:[/p]
  1. [p]Break down the Outer Gate[/p]
  2. [p]Lower the Inner Gate[/p]
  3. [p]Raise your Guild Flag[/p]
[p][/p][p]Stage 1 – Breaking the Outer Gate[/p][p]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.[/p][p] [/p][p]The Attackers then need to pick up and carry these pots of oil to the outer gate of the Outpost.[/p][p]After placing 20 pots outside the gate, they will explode and the outer gate will open.[/p][p][/p][p]Stage 2 – Lowering the Inner Gate[/p][p]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.[/p][p][/p][p]The Attackers must then open one or both of the two Inner Gates by operating a lever mechanism and lowering the gate completely, while the defenders try to stop them.[/p][p][/p][p]Each gate has a lever next to it, which when pushed down will cause the gate to slowly lower, and when pushed up will cause the gate to slowly raise. 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. [/p][p][/p][p]It currently takes 10 minutes for a gate to lower from 0% to 100% progress if uninterrupted.[/p][p][/p][p]If either gate is lowered completely, the Attackers then gain access to the Inner Yard of the Outpost where the Outpost Flag Contest mechanic is played.[/p][p][/p][p]Stage 3 – Raising your Guild Flag[/p]
  • [p]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.[/p]
  • [p]If only the Attackers are standing in the flag area then the attackers will gain points.[/p]
  • [p]If only the Defenders are standing in the flag area then the defenders will gain points.[/p]
  • [p]If the Attackers flag is successfully raised to the top of the flag pole, they win the Outpost Siege event and are the new owners of the Region.[/p]
  • [p]If the Defenders manage to stop the attackers from raising their flag to the top of the flag pole before the Outpost Siege event timer ends, the Defenders win and remain as the owners of the Region.[/p]
  • [p]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.[/p]
  • [p]If uncontested, the flag will take 10 minutes to first lower the Defender’s flag and full raise the Attackers flag.[/p]
    • [p]Meaning 5 minutes to lower the Defenders flag to the bottom, then 5 minutes to raise your guild’s flag back up.[/p]
  • [p]Overtime Mechanic:[/p]
    • [p]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.[/p]
[h3]
After an Outpost Siege[/h3]
  • [p]After an Outpost Siege event has ended, that Region can not be contested again by the attacking guild for 150 minutes, while all other guilds have a cooldown timer of 120 minutes before they can contest the region after the outpost siege has ended.[/p]
[p][/p][h2]Fatalities[/h2][p]Fatalities have been added, which are specific executions that can be used on players and humanoid AI which are in mercy mode.[/p]
  • [p]There are 3 Fatalities to choose from, Iron Hand, Skull Hammer and Mangle.[/p]
  • [p]You can choose which Fatality you will perform in the weapon type selection of the Combat Abilities UI, which may also be set to random.[/p]
  • [p]Performing a Fatality will generate 5 Adrenaline. [/p]
[p][/p][h2]Nation Standing Rework[/h2][p]Something which is not directly tied to the main features from the Reckoning Expansion, but that will still have a significant impact on the game is the new rebalance to Nation Standing ranges, and the introduction of more nuanced Standing penalties.[/p][p][/p][p]All Standing ranges have been updated to scale from -1000 up to +1000, with varying caps depending on the various in-world inter-clade relationships and lore. Each step of 100 Standing is also equipped with new descriptive labels which better represent how the Nation feels about you.[/p][p][/p][p]The additional granularity of this new range allows us to have different penalties based on what crime has been committed, such as for example a much greater Standing loss penalty when being reported for murder compared to simply being sighted by a town guard.[/p]
  • [p]Increased range from -100 to +100, to -1000 to +1000[/p]
  • [p]Rebalanced standing limits for clades and nations.[/p]
  • [p]Criminal actions now have unique standing costs.[/p]
    • [p]Being reported for murder will now drain 30 Standing.[/p]
    • [p]Being sighted by a guard as a criminal will now drain 5 Standing.[/p]
[p][/p][hr][/hr][p][/p][h2]UI and Interactions[/h2]
  • [p]The Skill window has been made larger.[/p]
  • [p]Fixed a bug in book descriptions that said that you could not read the book if you had exactly the correct level of the required parent skill.[/p]
  • [p]Guilded NPCs can now only be used by members of the same guild by default.[/p]
  • [p]Legacy House NPCs no longer get set to the same guild as the house.[/p]
  • [p]Added support for bankers with less slots. These are used for the Outposts.[/p]
  • [p]Added support for Treatise items that instantly give you a combat ability when read.[/p]
  • [p]Fixed crash when dragging chat tabs.[/p]
  • [p]Added a new icon that appears in the middle of your screen when swapping to a new weapon. This allows you to see which weapon type you have equipped, even when not in combat mode.[/p]
[p][/p][h2]Keybinds[/h2][p]The default keybinds have been changed to the following:[/p]
  • [p]Interact: E[/p]
  • [p]Mouse Mode: Z[/p]
  • [p]Push to Talk: V[/p]
  • [p]Enter/Exit Combat: X[/p]
  • [p]Inventory: I[/p]
  • [p]Character Menu / Inventory: TAB[/p]
  • [p]Feint: L Ctrl[/p]
  • [p]Push / Bash: G[/p]
  • [p]Swap Weapon Set: Middle Mouse Button[/p]
  • [p]Thrust / Modifier: L Alt[/p]
  • [p]Generic Modifier Key: L Ctrl[/p]
  • [p]Overhead: Unbound[/p]
  • [p]Left Attack: Unbound[/p]
  • [p]Right Attack: Unbound[/p]
  • [p]Social Menu: O[/p]
  • [p]Spellbook: U[/p]
  • [p]Skill Menu: L[/p]
  • [p]Guild Finder: H[/p]
  • [p]Map: M[/p]
  • [p]Mastery Tree: Y[/p]
  • [p]Auto run: Home[/p]
  • [p]Combat Ability Keybinds[/p]
    • [p]Combat Ability 1: Q[/p]
    • [p]Combat Ability 2: R[/p]
    • [p]Combat Ability 3: F[/p]
    • [p]Combat Ability 4: C[/p]
    • [p]Combat Ability 5: T[/p]
  • [p]Cast Spell: Mouse Thumb Button 1[/p]
  • [p]Cast Last Spell Self: Mouse Thumb Button 2[/p]
[p][/p][h2]Bugs[/h2]
  • [p]Fixed a bug that could cause relics to become empty once they were opened.[/p]
  • [p]Fixed the water in the Meduli fountain turning yellow.[/p]
  • [p]Fixed an issue with the melee damage reduction calculation for Akh Bond, causing it to reduce damage twice instead of only once.[/p]
[p][/p][h2]Engine[/h2]
  • [p]Minor upgrade of Unreal Engine from 5.5.3 to 5.5.4 that fixes a few crashes and translucency rendering artifacts.[/p]
  • [p]Fixed config issue with concurrent tick queue causing sporadic crashes.[/p]
[p][/p][h2]Optimizations[/h2]
  • [p]We’ve introduced a brand-new animation budgeting system designed to boost performance during the most intense moments on the battlefield.[/p]
[p]Whether you're clashing with hundreds of players or fighting off waves of AI, this system smartly prioritizes important animations and attempts to ensure a minimum FPS by deprioritizing less important animations to reach a target FPS, especially in large-scale battles.[/p][p]Expect smoother gameplay, fewer slowdowns, and a better overall experience when the action gets chaotic.[/p][p]This is a major step toward ensuring fluid performance no matter how large the fight becomes.[/p]
  • [p]Optimized character LODs to consume up to 25% less CPU power, improving client performance during large scale battles.[/p]
[h2]Login and Server Routing Improvements[/h2]
  • [p]Players no longer need to log out and back in when traveling between continents (currently only between Haven and Myrland). Server routing now happens automatically in the background. This is done in preparation for future cross-continent travel.[/p]
  • [p]Using the Haven statues to travel to Myrland now occurs during a loading screen instead of forcing a logout to the main menu.[/p]
  • [p]The character selection process in the main menu has been streamlined to not require a relog process if a character is selected on a different server.[/p]
[p][/p][h2]Pets[/h2]
  • [p]Potential fix for newly Tamed/Dominated pets not attacking properly.[/p]
  • [p]Fixed an issue where AI using equipment were not able to attack large targets in melee, such as bandits fighting Molvas or Campodons.[/p]
[p][/p][h2]Elementalism Balance[/h2][p]We have made various changes to the balance of certain Elementalism spells in this update, to hopefully address some long standing feedback. A few of the notable changes include adjusting the AoE size of Fireball to closer match the spell’s visuals, decreasing the overall damage of Lightning Bolt given its very large AoE size, as well as adjusting Firewall and Static Charge. Many of the propulsion spells have also been adjusted to be more effective and appealing. [/p]
  • [p]Adjusted Lightning Bolt base damage range from 9-14 to 10-11[/p]
  • [p]Adjusted Fireball base damage range from 25-29 to 26-28[/p]
  • [p]Adjusted Fireball AoE size from 4m to 2m [/p]
  • [p]Adjusted Firewall damage range from 14-17 to 12-13[/p]
  • [p]Increased Firewall Mana cost from 20 to 25[/p]
  • [p]Adjusted Static Charge spell lifetime from 10s to 7s[/p]
  • [p]Increased Static Charge Mana cost from 20 to 25[/p]
  • [p]Adjusted Ice Barrier spell max range from 250 to 1 (This means the sphere will always spawn with the caster in the center)[/p]
  • [p]Decreased Stone cast time from 1s to 0.5s[/p]
  • [p]Decreased Ember cast time from 1s to 0.5s[/p]
  • [p]Decreased Hailstone cast time from 1s to 0.5s[/p]
    • [p]Developer Note: These cast time decreases were done for two reasons, first to account for the animation time delay of raising your hands before casting a spell, making the intended 1s cast time closer to 1.5s instead, and to make these projectile spells more appealing when compared to the AoE Elementalism spells.[/p]
  • [p]Adjusted Boulder damage range from 20-25 to 28-30[/p]
  • [p]Adjusted Comet damage range from 23-33 to 27-29[/p]
  • [p]Decreased Dust Burst cast time from 2s to 0.75s[/p]
[p][/p][h2]Necromancy Balance[/h2]
  • [p]Raised walkers are now automatically controlled by the caster.[/p]
[p][/p][h2]AI[/h2]
  • [p]Reduced the frequency of Outlaw spawns in the world.[/p]
[p][/p][h2]Keep Territory Structures[/h2][p][/p][p]As the Keep Territory area has been reduced to the default size due to the Territory Control Overhaul, any TC structures which were built inside Keep Territory areas will not be able to pay upkeep and will begin to decay. If you would like these structures to be removed and their construction plans returned to you, please contact a Game Master before the 30th of July.[/p]