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New patch - 45% off until June 3rd



Discover the Latest in Mortal Online 2!

New Patch: Experience exciting updates and enhancements!
New Player Experience in Haven: Immerse yourself in a revamped starting zone.
New Mount: Travel in style with the latest addition to our mounts.
And Much More: Countless improvements and surprises await you.

Take the opportunity to get Mortal Online 2 today with a fantastic 45% off! Until June 3rd

Don't miss out on this incredible offer and the chance to dive into an epic adventure. Join us now!

Patch Notes 2.0.5.21

[previewyoutube][/previewyoutube]

[h3]What’s New?[/h3]
This patch has a huge focus on updating the new player experience, updating and improving many areas of the early game. In this patch we also see the introduction of two new task types, Fishing and Foraging, the addition of build presets to character creation and a new mount, the Lykiator!
Haven
Haven has seen a substantial rework of the starting experience and tutorial steps, with the addition of a taming tutorial for obtaining your first horse, followed by integrating the task systems where new players will complete their first tasks.
Dungeon
The Rat Cave on Haven has also received a decorative touch up, more content, and now also includes a boss to fight at the end.

[h3]Guild Finder[/h3]
We have added a brand new way for players to connect to a new guild and for guilds to find new players: the Guild Finder.
Once you have left Haven you can open the guild finder by pressing G, the guild finder can also be found among the micro tabs in the lower middle of the screen.
Using this tool you can set up search criterias and search for guilds that could suit your style.
Guild Members at rank 8 or above can use the guild finder to setup their Guild Profile, once the profile is filled in other people using the guild finder can find and contact or directly join your guild if allowed.

[h3]New tasks[/h3]
  • Fishing tasks have been added to all cities.
  • Foraging tasks have been added to all cities.


[h3]Mounts and Pets[/h3]
  • Slightly decreased Black Bear unmounted chase speed.
  • Slightly decreased Brown Bear unmounted chase speed.
  • Slightly decreased White Bear unmounted chase speed.
  • Slightly decreased Taur Dog unmounted chase speed.
  • Slightly decreased Wolf unmounted chase speed.
  • Slightly decreased Belbus chase speed.
  • Lowered chance to get knocked down by low riding skill and increased skill gain when knocked down.
  • Added small feedback message for when a pet loses health due to hunger.


Balance Changes
  • Removed the random element when healing using bandages. You will now always heal the same amount between 10
  • 40 health based on your Anatomy skill level. Previously you would get healed in the range of 28
  • 53 when at 100 anatomy skill.
  • Pets now always get healed 30 health (+ 0
  • 10% of it's max health based on your veterinary skill).
  • Note that taking 10+ damage during the bandage effect still significantly reduces the amount healed by bandages.


[h3]Trinkets[/h3]
  • Trinkets that gave skill levels to survival now give levels to swimming instead.


[h3]Tasks[/h3]
  • Renown capped at 300 on Haven
  • Changed the text shown when you get a new task to be more descriptive.
  • Task waymarkers on the horizontal compass now show task progress.
  • Adjusted the spawn rate of most pickable spawners.


[h3]Skills and Clade Gifts[/h3]
  • Capped the maximum Clade Level you can reach on Haven to 8.
  • Fixed an issue where 'time left' for books didn't take the human clade gift for reading into account.
  • Removed chance to not get anything when you are mining or woodcutting
  • Removed all secondary parents from the skill system.
  • Sprinting skill now impacts stamina drain more when sprinting. Stamina drain at 100 skill is unchanged.


[h3]Action Skills[/h3]
  • Removed 'Unarmed Technique' from 'Combat Techniques' parent. 'Unarmed Technique' is now only a child of 'Brawling'.
  • Removed 'Armor Training' from 'Sprinting' parent. 'Armor Training' is now only a child of 'Combat Manouvering'.
  • Removed 'Resistance Swimming' from 'Endurance' parent. It is now only a child of 'Swimming'.
  • Removed 'Mounted Archery' from 'Archery' parent. 'Mounted Archery' is now only a child of 'Controlled Riding'.
  • Removed 'Mounted Combat' from 'Melee Combat' parent. 'Mounted Combat' is now only a child of 'Controlled Riding'.
  • Removed 'Poleaxes' from 'Spears' & 'Axes' parents. 'Poleaxes' is now a child of 'Melee Combat' like the other weapon groups.
  • Changed 'Poleaxes' to now be a Primary skill.
  • Removed 'Poleswords' from 'Spears' & 'Swords' parents. 'Poleswords' is now a child of 'Melee Combat' like the other weapon groups.
  • Changed 'Poleswords' to now be a Primary skill.
  • Removed 'Active Regeneration' from 'Resting' parent. 'Active Regeneration' is now only a child of 'Endurance'.
  • Removed 'Meditation' from 'Resting' parent. 'Meditation' is now only a child of 'Vitalism'.
  • Removed 'Resting' skill and made the effective 100 default behavior. All new characters will now rest with full effectiveness.
  • Removed 'Unarmed Blocking' skill.
  • Removed 'Blocking Endurance' skill and made level 100 the default behavior.
  • Removed 'Momentum' skill and made level 100 the default behavior.
  • Removed 'Combat Movement' skill and made level 100 the default behavior.
  • Removed 'Feint' skill and made level 100 the default behavior.
  • Removed 'Damage Assessment' skill.
  • Increased 'Anatomy' experience gained from using a bandage to 90.
  • Removed 'Swimming' from 'Survival' parent. 'Swimming' is now a child of 'Athletics'
  • Changed 'Swimming' to now be a Primary skill.
  • Removed 'Survival' skill.
  • Moved 'Combat Balance' skill to now be a child of 'Balance'
  • Moved 'Balance' skill to now be a child of 'Athletics'
  • Removed 'Footspeed' skill and made level 100 the default behavior.
  • Removed 'Breathing Technique' skill and made level 100 the default behavior.


[h3]Profession Skills[/h3]
  • Removed 'Alchemical Dissolvents' from 'Alchemy' parent. 'Alchemical Dissolvents' is now only a child of 'Petrology'.
  • Removed 'Alchemy Contraptions' from 'Alchemy' parent. 'Alchemy Contraptions' is now only a child of 'Crafting Appliances'.
  • Removed 'Cuprite Lore' from 'Alchemy' parent. 'Cuprite Lore' is now only a child of 'Alchemical Mineralogy'.
  • Removed 'Arthropod Produce Lore' from 'Arthropoda' parent. 'Arthropod Produce Lore' is now only a child of 'Animal Materials'.
  • Removed 'Honey Lore' from 'Arthropoda' parent. 'Honey Lore' is now only a child of 'Arthropod Produce Lore'.
  • Fixed duplicate of 'Honey Lore' under 'Arthropod Produce Lore'.
  • Removed 'Wool Lore' from 'Textile Lore' parent. 'Wool Lore' is now only a child of 'Fur Lore'.
  • Removed 'Ironwool Lore' from 'Textile Lore' parent. 'Ironwool Lore' is now only a child of 'Fur Lore'.
  • Removed 'Asymmetrical Bow Crafting' from 'Recurve Bow Mechanics' parent. 'Asymmetrical Bow Crafting' is now only a child of 'Long Bow Crafting'.
  • Removed 'Axe Crafting' from 'Blunt Weapon Crafting' parent. 'Axe Crafting' is now only a child of 'Basic Blade Crafting'.
  • Removed 'Silk Lore' from 'Textile Lore' parent. 'Silk Lore' is now a child of 'Arthropod Produce Lore'.
  • Removed 'Ironsilk Lore' from 'Textile Lore' parent. 'Ironsilk Lore' is now a child of 'Arthropod Produce Lore'.
  • Removed 'Bloodsilk Lore' from 'Textile Lore' parent. 'Bloodsilk Lore' is now a child of 'Arthropod Produce Lore'.
  • Changed 'Arthropod Produce Lore' to now be a Primary skill.
  • Removed 'Cotton Lore' from 'Textile Lore' parent. 'Cotton Lore' is now a child of 'Botany'.
  • Removed 'Textile Lore' skill.
  • Removed 'Recurve Bow Mechanics' from 'Composite Bow Composition' parent. 'Recurve Bow Mechanics' is now a child of 'Decurve Bow Mechanics'.
  • Removed 'Composite Bow Composition' from 'Bowyery' parent. 'Composite Bow Composition' is now a child of 'Self Bow Composition'.
  • Removed 'Alchemical Mineralogy' from 'Petrology' parent. 'Alchemical Mineralogy' is now a child of 'Mineralogy'.
  • Removed ‘Reading’ skill and made level 100 the default behavior. All new characters will now read with full effectiveness.
    AI, Creatures and NPCs
  • Taur Dog animations have been adjusted to better sync with animation and damage.
  • Added better support for ambush spawners.
  • AI spawned using ambush spawners now also shows a compass marker when you have an active task to kill them.
  • Removed flee chance from Bandit Leaders.
  • Fixed the small leash radius of a certain Risar camp.
  • Improved group fleeing behavior to avoid AI "loop fleeing"
  • Improved fleeing AI that reaches their leash limit.
  • Equerry is now called Stable Master.
  • Taskmasters now sell more basic items for their task coins.
  • Reworked the ambush spawner code.
  • Chicken and pigs are now easier to tame.
  • Tweaked ambush spawners to not spawn in cities and dungeons.
  • Removed push from undead attacks.
  • Added a small message for when your pet is low on loyalty and should be cared for.


[h3]UI and Interactions[/h3]
  • Added a new starting panel in character creation for selecting premade builds. Using the freeform character creator is still possible via the 'custom build' option.
  • Added a new UI, the Guild Finder.
  • Added a togglable state for weight that consists of ‘Locked’, ‘Decrease’ and ‘Increase’ states. Locked will cause you to never gain or lose weight (your max health reserve can not change), Decrease means weight can only decrease, and increase means weight can only increase.
  • The loading screen tips have been updated with more useful tips.
  • Added many new entries to the Journal which were previously empty.
  • Updated Journal entries for every town to be more descriptive.
  • Added Journal to the micro tabs (default keybind J).
  • Added Guild Finder to the micro tabs (default keybind G).
  • Update the guild member statistics tooltip.
  • Fixed a description error in the reputation tab.
  • Adjustments to character positions in main menu
  • Updated the TC siege window UI art.
  • Updated Task system UI.
  • Added a different message when trying to ride when encumbered, based on armor or inventory weight encumbrance.
  • Fixed brief game freeze related to initialization of keybinds during game startup and when changing game options.
  • Fixed an issue with the Guild Window/Territory Window not displaying information.
  • Changed how markers on the compass look and act.
  • Fixed an issue where "Auto gathering" would start before fully finishing the interaction circle once.
  • Tutorials now highlight micro tabs.
  • Vendor items with long names now clip instead of scale.
  • Task/Tutorial tracker is now darker.
  • Opening most crafting UI's now require you to hold R for 0.25s instead of 1.0s
  • Opening most NPC UI's now require you to hold R for 0.25s instead of 1.0s
  • Minor tweaks to the look of the social window.
  • Added a large amount of pictures (thank you ATC Forgiven) to the journal.
  • You no longer have to be friends to whisper another player.
  • Added option to only show whispers from friends and guild members in the settings
  • Journal discoveries like dungeons now show up on the map once found. These will show information from the journal when hovered.
  • Updated the fanfare you get when you gain a clade level or add something to your journal etc.
  • Fanfare can now highlight the microtabs in the lower center of the screen to indicate that you for example have unspent clade levels.
  • Updated the map UI so that it no longer zooms by simply making the entire UI larger.
  • If you are close to a taskmaster it now always shows on the compass.
  • Added a lot more languages to the guild finder.
  • You now get fanfare when completing a tutorial type.
  • Updated a lot of journal entries.
  • Added so Vendors that only take specific items as payment will now not take more items than needed to pay for what you are buying from them.
  • Fixed an issue where Tasks could be brought from Haven to Myrland.
  • Tutorial and task markers now show up on the map.
  • You can now discover individual entries in the journal even if they do not have separate journal entries. For example you get discovery for each spider cave but there is just one journal entry.
  • Updated the UI when you leave Haven.
  • Fixed a bug that made it so that you could not take out items when moving them from Haven to Myrland.
  • You can now bring any quantity of equipment from Haven to Myrland.
  • You can now bring 10G instead of 3G from Haven to Myrland.


[h3]Keybinds[/h3]
  • Added keybind profiles. Existing keybinds will be reset to use the new profile system.
  • You can add/change/rename profiles in the game options. Keybind profiles are saved in GameUserSettings.ini.
  • You can associate a preferred profile with your Main and Second character. The game will auto
  • switch to the preferred profile when you login.


[h3]Sound and Audio[/h3]
  • Fixed vendor sounds not being affected by the volume slider.


[h3]Lighting, Weather and Environment[/h3]
  • Fixed a bug where parts of dungeons would not be fully loaded when logging in causing players to fall through the world.
  • Fixed bug where some rooms in dungeons would randomly not appear to the player no matter how long they waited nearby.


[h3]Server and Networking[/h3]
  • Added localized server regions for dungeons to improve client and server performance. Players will no longer retrieve updates from the server for things like characters and loot from inside the dungeon when outside on the surface and vice-versa. This is only applied to the Tindrem Sewers for an initial run. It will be applied to the rest of the world in the next patch.
  • Pets cannot be given commands across server regions. This means that a pet inside a dungeon can no longer receive commands by a player outside a dungeon. This change only applies for Tindrem Sewers in this patch and will apply to all dungeons in the next patch.
  • Fixed issue with player movement updates that caused excessive rubberbanding during network lag. Players with bad network connections moved erratically and were hard to fight in battles.
  • Fixed issue where secondary characters that claimed an account reward would have that reward removed after a certain time.
  • Removed AFK kick timer.
  • Fixed a couple of rare node crashes.


[h3]Art[/h3]
  • Add a cliff back that was removed by mistake in the northern parts of the world.
  • Fixed beard being removed by the rustic garments hat.
  • Various environmental fixes.
  • Several collision Fixes on various objects and pillars.


[h3]Optimizations[/h3]
  • We have optimized multiple parts related to character animations and meshes to improve CPU performance when many characters are present.
  • All character animations are now compressed using the engine ACL plugin. The previous update with ACL was only partially applied to the game.
  • Applied the engine animation budget allocator to character meshes.
  • Animation logic adjustments to reduce the need for animation sampling.
  • Reduced CPU usage for the paper doll character by disabling its collisions.
  • Cleanup of unused and deprecated anim curves.

    [h3]Engine[/h3]
  • Updated AMD FSR plugin to version UE5.3 3.0.4.
  • Updated NVIDIA DLSS plugin to UE5.3 3.7.0b (DLSS DLL version 3.7.0.0).
  • DLSS preset changed from Preset C to Preset E.


[h3]Bugs[/h3]
  • Fixed being able to buy items & create buy orders on the broker using stolen gold.

Sprint 3 PTR Starting 22nd Of May!

Greetings Mortals,

The PTR for the Sprint 3 patch will open up starting next week on Wednesday the 22nd of May, in the CEST timezone.

The PTR will be up for a few days, so you should have plenty of time to hop in and have a look around. This patch includes a very long list of updates and changes to the new player experience, and we will greatly appreciate everyone who takes the time to make a new character and give us some feedback about the new tutorial and Haven experience.

This next update also comes with a new mount the Lykiator, along with new task systems, the usual healthy list of bugfixes, many quality of life improvements and some impactful balance changes.

PTR Content

To learn more about what you can expect to find on this PTR, the previous Into the Vault #140 post here on our website goes into some detail:

Into the Vault #140 – Development Update

We can’t wait to see you on the PTR!

The Star Vault Team

Patch Notes 2.0.4.18

[h3]Magic[/h3]
  • Fixed new issue with Outburst getting stuck in its charge state.
  • Fixed new issue where some Elementalism spells like Shock did not work.
  • Fixed new issue where the Elementalism Desk vendors could not be used.


[h3]Melee Combat[/h3]
  • Fixed new crash when swinging with melee weapons due to extra wall detection checks.
  • Fixed an issue that would cause a miss during a parry window to preserve the counter attack.


[h3]Haven[/h3]
  • Fixed issue with new characters ending up on a Haven instance with a code lower than 200 meaning no one could switch to their server.
  • Fixed some issues with spreading players out on different Haven servers depending on when they play.


[h3]AI[/h3]
  • Fixed an issue when an AI that leveled up did not properly scale up its attacks damage based on its level.


[h3]TC[/h3]
  • TC Banks now only have static ranged guards.


[h3]UI [/h3]
  • Fixed an issue where the Sieges section didn’t update correctly when opening the panel in the Social window.


[h3]World[/h3]
  • Disabled collision on a few problematic bushes in melisars vault
  • Add levers for doors where you could previously get stuck if you didn't have a key on the inside.


[h3]Server and Networking[/h3]
  • Fixed a rare node crash.
  • Fixed the long loading times for epic users.

Patch Notes 2.0.4.14

[previewyoutube][/previewyoutube]

[h3]What’s New?[/h3]
This patch brings the addition of a second character slot for everyone, a new dungeon to explore, new sieging mechanics, more rideable mounts and of course lots of bug fixes, quality of life improvements and balance changes!

[h3]Second Character Slot[/h3]
  • Added a second character slot, now available on all accounts.
  • Second character and main character both share one player house.
  • Removed surname from character creation.


[h3]New Dungeon[/h3]
  • A new dungeon, the Sylvan Sanctum, can now be found somewhere on Myrland.


[h3]Siege Changes[/h3]
This patch includes a new system for how sieging occurs. One of the primary goals of the new system is to increase player participation during sieges, by ensuring both parties have ample time to prepare for and engage with the event.
There are a lot of changes here, and we can't wait to see what you do with them!
Don't forget to give us your feedback about your thoughts and experiences with the new mechanics, as it will help us to improve and refine them wherever necessary.

[h3]Managing Sieges[/h3]
  • A new 'Siege' tab can now be found in the Social UI.
    This new UI tab shows the controls for declaring a siege against another guild, as well as viewing pending and active sieges.
  • You must be rank 6+ (Commander) to declare a siege or respond to a siege declaration.
  • Declaring a siege costs 500 Gold and 10000 Prominence.
  • Finished buildings need to exist for 24 hours before being eligible to receive Siege Protection.


[h3]Once a siege is declared, the guild being sieged:[/h3]
  • Receives a guild-wide fanfare.
  • Can now see the pending siege in their ‘Siege’ tab of the Social UI.
  • Is prompted in the ‘Siege’ tab to choose how many hours they wish to delay the siege window by. The maximum number of hours that can be added is 24. If no hours are added, the siege will start 24 hours after the siege was declared.
  • Must respond to the declared siege within 24 hours or it will start automatically.
  • Once the guild being sieged has responded with the added hours, the response is sent to the guild who declared the siege, a countdown until the siege starts will be visible to both guilds in the ‘Siege’ UI.
  • You can only declare a maximum of 10 Sieges at a time.
  • There is no limit to how many times you can be sieged by other guilds simultaneously.
  • You can not declare a siege against a guild which you already have a pending or active siege with.
  • While a guild has a pending or active Siege, Claiming Stones can not be removed from player houses that belong to that guild. This is to prevent guilds from unclaiming their assets once a siege has been declared.


[h3]Starting a Siege[/h3]
  • Guild members receive a fanfare when the siege window starts and ends.
  • There are two states, protected and vulnerable.
  • While protected, every guilded structure has 100% defence bonus regardless of if it is being affected by a nearby Supply Storehouse or Supply Line.
  • The vulnerability window is 6 hours long, starting from when the siege countdown reaches zero.
  • When entering the vulnerability window, all affected structure defence bonuses are returned to their normal value. (This means if they were being affected by a Supply Storehouse, they will have this defence bonus)
  • When the vulnerability window ends, all affected structure defence bonuses are instantly increased to 100%.
  • If a siege is still ongoing when the vulnerability window ends, the siege is considered a failure and the attackers must try again next time.
  • Structures which are still “Under Construction” are not invulnerable during the protected window.


[h3]Crafting[/h3]
  • Added a new light armor set, “Rustic Garments”.
  • Bear and Taurdog armors are now craftable. Taurdogs use the same equipment as bears.
  • Increased weight of newly crafted tower shields. Existing tower shields will be retroactively updated in a future update.
  • Fixed wrong textures on Risar berserker cape when equipped by a female character.
  • Fixed issue with pet crafting allowing you to be able to craft unreleased equipment in the game. This allowed players to craft bear armors in the previous patch before they were ready for release.


[h3]Mounts and Pets[/h3]
  • Taurdogs and ritual versions are now mountable.
  • Cougars, Panthers and ritual versions are now mountable.
  • Fixed Campodon armor using the wrong icon.
  • Fixed Campodon armor being mismatched when used on the risen version.
  • Fixed a bug where mount passengers could remain in combat mode.


[h3]Balance Changes for Mounts[/h3]
  • Increased Wolf stamina from 1200 to 1300
  • Increased Wolf 2nd speed from 650 to 660
  • Increased Wolf 3rd speed from 800 to 850
  • Increased Wolf 4th speed from 960 to 1008
  • Increased Wolf Rider Weight Capacity from 60-84kg to 85-119kg
  • Risen Direwolf stamina is now 1200 as intended, instead of 1000.
  • Increased Direwolf stamina from 1000 to 1200
  • Increased Direwolf 2nd speed from 640 to 650
  • Increased Direwolf 3rd speed from 790 to 840
  • Increased Direwolf 4th speed from 1027 to 1092
  • Increased Direwolf Rider Weight Capacity from 80-112kg to 100-140kg
  • Decreased Black Bear 3rd speed from 850 to 820
  • Decreased Brown Bear 3rd speed from 820 to 800
  • Increased Brown Bear 4th speed from 1106 to 1120
  • Decreased White Bear 3rd speed from 790 to 780
  • Increased White Bear 4th speed from 1067 to 1092


[h3]Risen Pets[/h3]
  • Added several tooltips in places where you can drop items in slots.
  • Ritual UI now uses hold to Perform Ritual with a short animation.
  • Ritual UI now only closes if a ritual is successful.
  • You can no longer click the Perform Ritual unless you have the minimum required items and skill in the UI.
  • Risen pets that level up now correctly update their health and max health.
  • Fixed an issue where ritual pets would sometimes be killed when moving through nodelines, logging in or taking them out of a stable if you had more than 1.
  • Fixed several minor bugs with ritual pets.


[h3]Buildings and Decorations[/h3]
  • A new trader can now be found somewhere on Myrland.
  • Fixed issue where players could own more than one house. Players that do own more than one house will be contacted by GMs to fix the issue.
  • Reduced build repair with 25%.(Only applied to already finished buildings)


[h3]Territory Control[/h3]
  • Supply Towers no longer provide global Guild Defence.
  • Supply Towers no longer reduce prominence cost.
  • Supply Towers now produce supply for the owning guild every 30 minutes.
  • Structure Guild Defence bonus now increases at a rate of +3% per 30 minutes.
  • Structure Guild Defence bonus now decreases at a rate of -9% per 30 minutes.
  • The maximum Guild Defence bonus gained from each Supply Line has been decreased from 10% to 5%.
  • Added a message about health percent required when you are not able to add a Claiming Stone to a player house due to lost structure health.
  • Reduced 100% health required to 99.9% in order to add a Claiming Stone to player houses, to ignore cases where it's been hit once or twice by a player walking by etc.
  • Guild Guards have been removed from the Barracks and Bank TC structures.
  • Increased the gold and prominence upkeep of TC guard towers.


[h3]Spiritism[/h3]
  • Spirits no longer increase the sell value of spirit boxes.
  • Spirits now spawn further up from the ground.
  • Fixed issue where banishment would retrigger sometimes if you used the home priest option while dead.


[h3]Melee Combat[/h3]
  • Increased the quick swap duration from 1.0 to 1.4 seconds.
  • Changed enter and exit combat durations to 0.7 seconds so that together they equal the duration of a quick swap.
  • Charging a melee attack will no longer be interrupted when touching nearby walls. Swinging the weapon will still hit walls as usual.
  • The charge circle is now fully filled after a parry, when your next attack will be full damage.
  • Fixed issue where left and right weapon swings would sometimes not hit a wall next to the player when it should have.
  • Hitting a dead body no longer counts as a successful hit and will cause the same miss penalty as hitting the ground.
  • Fixed bug if you were knocked off a horse and using a lance, you would be able to use the lance on foot.
  • Fixed an issue allowing you to bypass Recovery of a failed attack with a Block when using Click Drag input for the block. This allowed players to block or charge a new attack immediately after missing a swing.


[h3]Magic Combat[/h3]
  • The character movement capsule has been removed from the "display name targeting" feature. Previously, this capsule caused confusion among players, as the display name would appear when spells should miss their target. Spell targeting never included the capsule. Now, the target display name will only appear when aiming at someone's body to be consistent with spell targeting.
  • Ecumenical spells now release instantly the moment you press release instead of being delayed a brief moment.
  • Simplified magic calculations by eliminating type conversions between integers and floats, avoiding loss of precision. Magic users may notice 1 - 2 points of damage / healing increase as a result.
  • Visual tweaks on magic reflect to make the seam less visible when looking around in first person.
  • Auw surge now deals up to 30% less damage based on distance, scaling linearly.
  • Fixed an issue bypassing the charge time of a spell which allowed players to spam spells.
  • Fixed an issue where spells outside of the quick cast keybinds would be casted with the last used target state instead of the default one, which often resulted in accidental self casts.


[h3]Mounted Combat[/h3]
  • Fixed a bug causing certain vendor weapons to deal unintended amounts of damage while mounted.


[h3]Skills and Clade Gifts[/h3]
  • Armor Training and Heavy Armor Training skills are now equally effective. This change increases Armor Training effectiveness while slightly reducing Heavy Armor Training effectiveness. Players with both skills maxed out will experience no change in armor weight, but those with lower Heavy Armor Training will have a higher armor weight capacity than previously.
  • Heavy Armor Training's prerequisite for the Armor Training skill has been reduced to level 0. This means Heavy Armor Training will no longer become disabled if Armor Training drops below effective level 100.
  • Armor Training & Heavy Armor Training now gain experience no matter if you are encumbered or not, this is to incentivize players to actively play the game while training instead of feeling like they are stuck in town until a certain level is reached in these skills.
  • Oghmir Pipe usage now drains slightly more health reserves.
  • Increased Human clade gift 'Cleric' minimum mana regeneration from 20% to 30%.
  • Added +1kg max armor weight to the Human clade gift 'Well Built'.
  • Fixed a bug with Projectiles where certain damage reduction steps happened twice. This includes passive damage reduction like Oghmir 'Stoneskin', Thursar 'Styganthrope' and Human 'Tactician', but also buffs like Thursar 'Adamant'. For example: A spell projectile which would have had it’s damage reduced from 50 to 25, would instead reduce it to 12.5 when tactician was involved.
  • Fixed an issue where AI dealing magic damage & healing would not take passive clade gifts into account. Such as Thursar 'Styganthrope' (this issue did not happen when ai used projectile spells).
  • Fixed a bug with fishing where swapping weapons would not stop fishing correctly.
  • Fixed a bug causing you to instantly pull up a fish.


[h3]AI, Creatures and NPCs[/h3]
  • Bey Wafa Casters now move slower and shorter distances when attempting to move away from the player.
  • Fixed issue where pets could not path around player houses and instead got stuck on the corners.
  • Fixed issue where AI attacks would not trigger a knockback.
  • Fixed issue where an AI in mercy mode would get a low update rate and look choppy when turning towards the player.


[h3]UI and Interactions[/h3]
  • The game will now show a notice in the character selection screen when you are connected to the Public Test Realm.
  • When gathering from depletable resources you will no longer have to hold down the interact key to continuously gather.
  • Default setting for Attack and Block direction changed to Drag then Click.
  • When cooking, only the main ingredient will now be shown in the name.
  • Fixed a bug where you could not stack items in banks using right-click.
  • Fixed bug where holding R to give up during mercy mode would trigger too early when targeting a player or interactable object.
  • Fixed inconsistent messaging with Haven combat tutor.


[h3]Lighting, Weather and Environment[/h3]
  • Adjusted the lights for player torches and campfires.
  • Fixed issue where water footsteps sounds would not play.
  • Fixed multiple “death traps” in the world where players could get stuck.
  • Fixed elevator glitch in Undercroft dungeon.
  • Fixed missing collision on column in dungeon modules where players could hide inside.
  • Fixed a large hole through a terrain that players jokingly called the portal to exodus.
  • Fixed some issues around the south entrance of Melisar’s Vault.
  • Fixed floor planks at Melisar’s Vault entrance that forced players to jump over them to not get stuck.
    Gore
  • Gore effects updated for zombies and domestic pigs.
  • Fixed a bug where you would not see other players decapitating each other.
  • Fixed an issue where the hair was removed from player characters when decapitating their limbs.


[h3]Server and Networking[/h3]
  • Improved player rotation updates to appear smoother.
  • Fixed several issues with the login server.