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Mortal Online 2 News

Patch Notes 2.0.0.36

[h3]What’s New?[/h3]
Thanks to your input, we've updated the way defending guild territories works. Here's what's changed:

[h3]Guild Territory Defense Update[/h3]
  • Now, defense bonuses are specific to each territory building and player home, not overall.
  • When you check a building, you'll see its defense.
  • Supply Lines boost defense only for the linked keep and its walls.
  • Buildings and homes near a Supply Storehouse will gradually increase in defense.
  • If a Supply Line or Storehouse is taken out, affected buildings will gradually lose their defense boost.
  • Fixed an issue where NPCs in player-built structures weren't looking in the right direction.


[h3]Pets[/h3]
  • Adjusted Haven Black Bears to carry the same weight as regular black bears.


[h3]Known Issues[/h3]
  • Some parts of the landscape might turn invisible, but they're still there. We're waiting on Unreal Engine 5.4 to fix this.
  • With the defense updates, your guild's defense stats in the UI may decrease to match the new system. This doesn't mean your buildings are less defended. The defense shown on each building is what counts in combat.

Patch Notes 2.0.0.33

[h3]Notable Changes[/h3]
  • Characters that relog while still in the world will now be instantly shown to other clients, instead of vanishing temporarily while loading in.
  • Equipment hits to shields now drain stamina. The amount of stamina drained scales with the damage left over after it has been reduced by shield’s defense. This change is one part of a larger shield balance overhaul, with more changes to come in a future patch.
  • Fixed rare issue where spawners would simply stop spawning. This will hopefully address the issues with many spawners on Myrland not behaving correctly.
  • Supply Lines now only provide a maximum of +20% Guild Defence regardless of how many your guild controls. We are working on a much more significant overhaul of the Guild Defence mechanic, which will come in a future patch.


[h3]Etherworld Combat[/h3]
  • Player ether particles are now adjusted to be less intrusive on the screen.
  • Increased the chance for flux drops on spirits with more orbs.
  • Optimized the spirits.
  • Tweaked the range of spirit attacks.
  • Added extra checks to make sure the correct amount of orbs spawn with each spirit.
  • Spirit orbs that have been just created will no longer instantly all start attacking you. Instead they start their attack pattern one by one reducing the risk of them instantly draining all your Kau.
  • Amount of spirits dropped is now split between all damage dealers. If you and your friend each dealt 50% of the total damage you get 50% of the spirits dropped. Both of you have a chance to gain flux but the chance also scales with the amount of total damage done. The spirits will drop after you attack the body of the spirit when all orbs are destroyed, so make sure you have ‘Expel Spirit’ active when you finish the fight.
  • Spirits no longer spawn in houses.
  • You now need to catch at least 1 spirit to have a chance to get flux.
  • There are now effects and sounds when you catch spirits.
  • There are now effects and sounds when you gather flux.
  • Transcendental Seance now uses spawned AI instead of any AI for its calculations.
  • Slightly tweaked the calculations for Transcendental Seance.
  • Taking Kau damage in the ether now triggers damage indicators.
  • Fixed bug where tapping attack would deal more damage to spirit orbs than holding a steady aim.
  • Raised the max level of spirits.
  • Moved spirits orbs up a bit to avoid them going behind the spirit during combat
  • Catching spirits now fills up as many spirit boxes as it can. For example catching 200 spirits will now fill up 4 small spiritboxes instead of filling up just one.


[h3]Movement and Combat[/h3]
  • Equipment hits to shields now drain stamina. The amount of stamina drained scales with the damage left over after it has been reduced by shield’s defense.
  • Fixed an issue that could cause the attack speed of a former weapon to persist when entering combat with a new weapon.
  • Fixed a bug that could cause the charge speed to be increased for a short time.


[h3]AI[/h3]
  • AI should now spawn again in the cave near Meduli.
  • Spawners can no longer spawn inside of houses.
  • Added better ways for spawners to keep track of their spawned avatars.
  • Fixed rare issue where spawners would simply stop spawning. This will hopefully address the issues with many spawners on Myrland not behaving correctly.


[h3]UI and Interactions[/h3]
  • Fixed arrows stacking with equipped arrows.
  • Added a new UI element, the "Item Feed", which will display items obtained for a duration, and then fade out. We wanted to modernize our UI related to obtaining items and clean up the chat box a bit.
  • Fixed issue where in rare cases you would lose money if you paid for something and some of your money was in bags.
  • Fixed bug with login UI going invisible if you press logout too soon.


[h3]Buildables, Houses and Territory Control[/h3]
  • Supply Lines now only provide a maximum of +20% Guild Defence regardless of how many your guild controls.


[h3]Lighting, Weather and Environment[/h3]
  • Fixed problem that caused projectiles to be stuck in invisible walls in some places of the Celaeno Cave.
  • Fix collision problem on a rock outside Tindrem.
  • Some optimization for Undercroft dungeon.
  • Boss room doors at spider queen are now less transparent.


[h3]Game Rendering and Performance[/h3]
  • Improved level streaming to make sure landscapes load correctly.


[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.

Patch Notes 2.0.0.27

Small hotfix to address the mount issues introduced in yesterday's patch.

[h3]Fixes[/h3]
  • Fixed an issue where double tapping W when mounted would not move to max speed as intended.
  • Fixed client sided issue with not showing the "Too heavy weapon debuff" while mounted.
  • Fixed a couple of issues with items on the client.
  • Fixed issue that made mounted weapons use the strength requirement calculation instead of the mounted strength requirement calculation.
  • Slightly increased distance of spirit attacks.

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).