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Mortal Online 2 News

Patch Notes 2.0.0.26

[h3]Notable Changes[/h3]
  • A new dungeon, the Undercroft, can now be found somewhere in the middle of Myrland.
  • Krampos has left Tindrem and will be back again next winter.
  • Added support for AMD FSR3 Upscaling and Frame Generation in the game settings. This is supported by all GPUs. Frame Generation requires DX12.
  • Fixed issue with the Epic Games Store version of the game not correctly saving UI settings.
  • Multiple changes have been made to improve both level streaming delays and game freezes. We are working actively to improve these issues.
  • The visual appearance of the heavy horse armor has been replaced.
  • Updated large parts of the spirit farming experience.


[h3]Etherworld Combat[/h3]
  • You can no longer attack the body of a spirit if it still has active orbs.
  • Spirits now stop attacking their target if the target is banished.
  • Spirits now make a sound and have an effect when they appear.
  • Spirit orbs now have an effect and a sound when they charge their attack.
  • Spirit orb now reacts more when you cancel their attack.
  • Spirits now have better targeting.
  • Target timers for spirit orbs are now less random.
  • Spirits now play an animation when they have no orbs left.
  • Spirits now have better effects when they are removed.
  • Fixed issue where spirits would sometimes attack without the effect.
  • Fixed issue that made spirits less aggressive if there were banished players around.
  • Fixed some issues with the spirit particles.
  • Spirits no longer teleport.
  • Spirit Kau is no longer split between each orb.


[h3]Movement and Combat[/h3]
  • Charging an attack until the charge circle blinks will now allow for a feint while maintaining the charged power. We will be keeping a close eye on this new combat mechanic for any necessary balance adjustments.
  • Increased one handed weapon miss recovery time to 500ms (was 360ms).
  • Increased Counter Reduction damage mitigation from 40% to 60%.
  • Increased swing normalization time slightly. This allows clients to sync attack animations better and will result in higher ping players experiencing less attacks going through parries.
  • Reduced the duration for disabling input while switching weapons and shields.
  • Added better handling of players going out-of-world-bounds.
  • Fixed rare issue that made weapons invisible for a short time after equipping a bow.
  • Fixed an issue where bows didn't do damage.


[h3]AI[/h3]
  • Removed default behavior for AI with bows that made them keep their distance to their target by moving away from the player. Some AI will still use this behavior though.
  • AI with both melee and ranged equipment should now switch to melee equipment more often when players come close to them.
  • Reworked AI ranged attack code, they will now miss like intended. 10% miss rate at 50% of max range, and up to 60% miss rate at 100% max range.
  • Fixed issue with enemies getting stuck doing nothing if their target moved out of range while they were charging their bow.
  • Spawners can no longer spawn inside of houses or territory structures.
  • Fixed an issue where traps/boss doors were being triggered when they should not have been.


[h3]UI and Interactions[/h3]
  • Players that use /droploot with no items to drop will no longer drop an empty loot bag.
  • Fixed issue with language options impacting what commands you could use in the chat, for example emotes did not work while having language set to Swedish.
  • Fixed issue where pickable field instances could get stuck in a visible state despite being removed. This happened with the pickable bags during the Krampos event.
  • Fixed bug where aiming with a siege machine would continue to rotate slowly despite being aligned with the crosshair.


[h3]Magic[/h3]
  • You will now gain XP for the magic school you are currently using based on the mana cost of the spell. This makes leveling magic schools much faster.
  • Updated tracing to improve aiming while using spells.


[h3]Attributes, Skills and Clade Gifts[/h3]
  • Full Khurites, Sidoians and Kallards total attribute point pool was increased to 474.
  • 'Stalker' Clade Gift should now work as intended and reduces the range at which you can be spotted by 30% (does not apply to guards) and decreases aggro generated by 10%.
  • Thursar clade gift 'Adamant' is now a togglable buff, you can freely toggle this on and off. The toggle has a 10 second cooldown.
  • Passive regen now ticks every 6 seconds from 0-1 instead of every 60 seconds from 0-10.


[h3]Mounts and Pets[/h3]
  • Mount boost mode no longer turns off automatically.
  • Rider and passengers of a mount will now be knocked down upon abandoning the mount.
  • Reduced the duration for disabling input while mounting and dismounting.
  • Fixed issue causing pet equipment not to give defenses after crossing node lines.
  • Fixed an issue where mount stamina updates were inconsistent over time.
  • Fixed an issue where using the boost while riding a mount would drain too much stamina.
  • Fixed bugs where beast mastery buffs related to mount riding would sometimes last for too long.


[h3]Buildables, Houses and Territory Control[/h3]
  • Guild NPCs that are killed now respawn after 20 minutes instead of 5 minutes.
  • Supply tower guild defense provided was reduced from 3% to 2%.


[h3]Lighting, Weather and Environment[/h3]
  • Multiple fixes to landscapes, floating objects and some cleanup in dungeons.


[h3]Game Rendering and Performance[/h3]
  • Updated engine settings to reduce image smearing and improve sharpness.
  • Made several changes to how items are handled on the server and the client, greatly reducing the performance cost of item handling.
  • Changed game compression settings and package structure to reduce disk read delays to improve game streaming. This greatly reduces the installation size but adds some CPU cost to the background threads. This will also cause future patches to download more data.
  • Change max FPS to be controlled by NVIDIA Reflex (when enabled) instead of by the engine. This means that if you have max FPS set at 60 and enable Frame Generation, it will respect that limit instead of doubling max FPS to 120. This also fixes an issue where Frame Generation would get framerate stutter in some scenes when locking the FPS.
  • Disabled multithreaded generation of creature fur to see if it is the cause for the game locking up several seconds for some players.
  • Fixed a rare client crash.
  • Fixed a crash when updating bow animations.
  • Made several large improvements on the server that should improve stability and greatly reduce server stalls.


[h3]Known Issues[/h3]
  • Several issues got introduced after upgrading Mortal Online 2 to UE5, some of which are listed below. We are working on identifying and solving the root cause for these issues.
  • The game sometimes gets invisible landscape patches. You can still run on them normally.
  • The game sometimes freezes for several seconds.
  • Some players are experiencing extremely long streaming times causing parts of the world not to load in when moving around (missing landscapes, low resolution meshes and textures, etc).

Patch Notes 2.0.0.16

[h2]What’s New?[/h2]
An urgent patch is deployed to fix the accidental change where attacking red players would turn you criminal.

[h3]Flags and Standing[/h3]
  • Fixed issue causing you to become criminal when attacking red players.


[h3]Mounts and Pets[/h3]
  • Fixed a bug where the jump apex for a player would remain if they mounted a horse while jumping or falling. Doing a jump before mounting a horse and then riding down a mountain would make dismounting fatal.


[h3]Tasks and Bounty Hunting[/h3]
  • Updated Hunter task pools for each town to be more regional.
  • You will no longer get the message you were rewarded 0 glory from creatures.
  • You will now have to gain 5% of the total glory of a creature in order to progress your boss task.


[h3]Buildables, Houses and Territory Control Structures[/h3]
  • Fixed an issue causing some buildings to be allowed to be placed too close to other buildings.


[h3]Lighting, Weather and Environment[/h3]
  • Removed some trees in jungle cliffs.
  • Moved a few Points of Interest.
  • Updated collision on meshes in one of the ruins points of interest.
  • Updated lighting transition in one of the mining caves.


[h3]Game Performance[/h3]
  • Applied a temporary fix so that the game does not crash in the landscape system. You might see landscape artifacts instead. We are working on identifying the root cause of the problem.


[h3]Known Issues[/h3]
  • Several issues got introduced after upgrading Mortal Online 2 to UE5, some of which are listed below. We are working on identifying and solving the root cause for these issues.
  • The game sometimes gets invisible landscape patches. You can still run on them normally.
  • The game sometimes freezes for several seconds.
  • Some players are experiencing extremely long streaming times causing parts of the world not to load in when moving around (missing landscapes, low resolution meshes and textures, etc).

Patch Notes 2.0.0.14

[h2]What’s New?[/h2]
  • Krampos is back in Tindrem for the holidays and is sharing free raffle bags. Find the burned building in Tindrem and grab some bags for the chance to get something unique for this event.
  • Added new points of interest.
  • Added buildable bridges over some rivers.
  • Added NVIDIA Reflex Low Latency and DLSS Frame Generation to the game settings for supported GPUs.


[h3]Movement and Combat[/h3]
  • Increase stamina gained on parries up to 15 (previously 10).
  • Parrying with a shield no longer grants stamina.
  • Fixed a few bugs where you would permanently block until doing another block. For example doing a block and opening a chest would get the player stuck in a block state.


[h3]Mounts and Pets[/h3]
  • Multiple changes were made in an attempt to solve the “player gets launched into the air on dismount”bug. This bug is tricky to reproduce on demand and we had to use player recordings to figure out the cause. Please send a bug report if you still experience the issue after this patch.


[h3]Flags and Standing[/h3]
  • Fixed a bug allowing you to loot players you were dueling.
  • Fixed issue for players who logged out as murderers would still be considered murderers upon login, even if they were below an updated minimum required murdercounts.
  • Fixed pets attacking murderers not turning the pet & owner local gray.


[h3]Tasks and Bounty Hunting[/h3]
  • Removed the different bounty tiers.
  • You will now get a completely random murderer instead of one with murder counts within a range.
  • Updated Hunter task pools for each town to be more regional.
  • You will no longer be eligible for the "Quick Execution" bonus reward of tasks upon death.
  • Fixed bug causing you to gain progress for nonboss tasks if you also had a boss task and someone else got the last hit.


[h3]Guilds and Territory Control[/h3]
  • Fixed an issue that caused the territory of a keep to reset when upgrading its tier.
  • Fixed an issue where Tier2 and Tier3 Guard Towers wouldn’t aggro criminals correctly at all times.
  • Fixed issue with blue TC priests blocking some players from being resurrected. They were checking for a positive standing even if they did not have a nation themselves.


[h3]Buildables, Houses and Territory Control Structures[/h3]
  • Buildings which are still under construction now have their defence scale properly based on how fully built they are. Buildings are now much more vulnerable before they have been fully constructed. After a building has reached 100% health, its defence will stay at 100% until it is destroyed.
  • Fixed a strange texture on Keeps that switched appearance when far away.
  • Fixed issue where some roads were not blocking placement of buildings. Players could for example place buildings on the roads outside Fabernum and the Colored Forest.
  • Fixed an issue causing some buildings to be allowed to be placed too close to other buildings.


[h3]Server and Networking[/h3]
  • Fixed a node crash related to AI targeting behavior.
  • Fixed issue with friend names not correctly working.


[h3]Characters, AI and NPCs[/h3]
  • Sators now have ranged spit attacks.
  • Risars can now use bows when needed.
  • Tweaked Ambush spawners.
  • Decreased the spawn timer for Walking Dead General.
  • Fixed issue where switching between two identical armor parts, but with different materials, would not update the visual mesh. For example switching between a leather and wool part of the same type would update the stats but not what you see on the character.
  • Fixed issue where pet equipment would get artifacts when switching between two different types. For example switching between small and large bags on a bear would leave texture artifacts.
  • Fixed an issue where Forest trolls sometimes spawned on top of trees.


[h3]Items and Trinkets[/h3]
  • Adjusted light intensity on player torches.
  • Blood Kua was reverted to its proper state.
  • Fixed cooking sometimes resulting in broken items.
  • Fixed a bug causing amulets to not give you the correct skill level for child skills upon login until re equipped.


[h3]UI and Interactions[/h3]
  • Added new icons for Hunter and Warden task item.
  • Increased font size of guild name when targeting players.
  • Updated the UI messages for gathering, mining and woodcutting to be different from each other.
  • Updated the outlines of the nation and lawless zones in the map.
  • Fixed issue with whispers and friend names not always working.
  • Fixed issue where you would only get a message once when gathering or mining a resource, even though you were obtaining resources.
  • Fixed issue where UI did not properly update when attributes change. This includes attributes gained by trinkets.
  • Fixed holding shift while right clicking sometimes not opening the 'split window'.
  • Fixed a bug causing equipped items to disappear from the paperdoll if you moved them around just before equipping.
  • Fixed crash that could occur when trying to place a decoration in a house.
  • Fixed crash in the paperdoll when stats would update.
  • Fixed issue where the territory circles on the world map displayed incorrect sizes and would take a long time to update on login.
  • Fix an issue when items were split etc, they would not be valid for use until reopening the cooking UI.


[h3]Lighting, Weather and Environment[/h3]
  • Removed an invisible wall on a mountain near Morin Khur.
  • Many art updates and fixes in multiple areas of the game. For example light adjustments, floating objects, dark meshes or flickering textures.
  • Fixed issue with the cave entrance being blocked at Cave Camp.
  • Fixed some meshes in tunnels that allowed players to hide inside rocks.
  • Fixed collision on grass in MK sewers that were blocking melee attacks.
  • Fixed a spot in the landscape where players would walk half way below ground.
  • Fixed issue with rocks and river textures being pixelated in the southern steppe.
  • Fixed gaps in Morin Khur and the Jungle where players could get stuck.
  • Fixed holes and gaps in the Rat tunnel and Mino and Necro dungeon floors.
  • Fixed water effects disappearing from spouts in Tindrem sewers.
  • Fixed missing collision on a fence.
  • Fixed blurry texture on roads outside Tindrem and Fabernum.
  • Fixed missing lightning strike effect.


[h3]Game Performance[/h3]
  • Fixed issue where opening a UI window, like the pets window, would cause a loading stall.
  • Applied a patch from Epic to fix the issue where landscapes would lose collision when moving far distances like returning to priest. This patch allows us to restore some engine garbage collection settings that should reduce stutter when traveling in the world.


[h3]Known Issues[/h3]
  • Several issues got introduced after upgrading Mortal Online 2 to UE5, some of which are listed below. We are working on identifying and solving the root cause for these issues.
  • The game crashes in the engine landscape system, often when teleporting to a priest over long distances.
  • The game sometimes freezes for several seconds.
  • Some players are experiencing extremely long streaming times causing parts of the world not to load in when moving around (missing landscapes, low resolution meshes and textures, etc).

The Return Of The Supporter Pack

Dear Mortal Online 2 Community,

We hope this message finds you well on your adventures in Nave. A few weeks ago, we introduced the Supporter Pack, offering an exclusive discounted 3-month subscription and a unique in-game cape, the ‘Savage Mantle’.

We intended this to be a one-time offer, however as many of you know we unfortunately encountered some payment service provider issues which affected many in our community, preventing them from participating in the Supporter Pack. We have received an enormous amount of requests about this, asking us to make the Supporter Pack available once again for the people who could not access it due to our payment provider issues.

After addressing these provider issues, in the spirit of fairness and to give those who missed out a chance, we are humbly re-releasing the Supporter Pack for a limited time, ensuring that everyone who wishes to participate has the opportunity.

To those who initially purchased the Supporter Pack under the belief that it was a unique, one-time offer, we extend our sincere gratitude. We assure you that this re-release is an exception, driven by the desire to give equal opportunity to everyone who wasn’t able to access the Supporter Pack during the previous month due to payment issues.

The Supporter Pack will be available for a further 2 weeks, until the 20th of December:



Link To Purchase Here: https://www.mortalonline2.com/account/

We appreciate your understanding and look forward to continuing this journey with you.

Thank you for being an essential part of the Mortal Online 2 community.

See you in Nave,

The Star Vault Team

Please note

All purchases via our shop are completed through our payment service provider Xsolla, a PCI Service Provider Level 1 which is the highest grade of payment processing security.

We do not store any user payment information.

Purchases of the Supporter Pack are non-refundable.

Patch Notes 2.0.0.3

  • Fixed AI pathing issue in Celaino Cave.
  • Fixed light issues in several different mines.
  • Update the some huntings tasks.
  • Alvarin weak spot clade gift now adds 10% to base chance instead of adding +5% flat.
  • Fixed some issues with blurry roads.
  • Fixed several terrain holes.
  • Update the look of Salvia.
  • Removed the dismount animation, this is a temporary fix that hopefully will sort out the issue with players dismounting under ground.
  • Fixed light in the Risar Dungeon.
  • Fixed a couple of instances of flying grass.
  • Upgrading a building will no longer reset it's territory size.
  • Fixed issue with player rotation while mounted.
  • Fixed TC priests not working as intended.
  • Reduced the intensity of torch lights.
  • Made bounty hunting targets more random.
  • Buildings that are under construction now scale their defence with how far into construction they are.
  • Fixed a ton of minor art issues.