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Mortal Online 2 News

Public Test Realm 1.1.4.8

How to Access the UE5 PTR

  • Open your Steam client and right click Mortal Online 2 in your games library.
  • Click ‘Properties’
  • Click ‘Betas’ on the left
  • Using the ‘Beta Participation’ dropdown menu, click on the Mortal Online PTR branch.
  • Your Steam client will then patch your game over to the test branch, and if the servers are up already you will be free to log in as normal.


Upgrade to Unreal Engine 5
Mortal Online 2 is now running on Unreal Engine 5. This upgrade brings the real-time global illumination system Lumen to the game for improved lighting in the world. Lumen is enabled for everyone. The engine upgrade also brings Nanite and Virtual Shadow Maps which are available in the game settings for those with higher end systems. The team is still working on converting the world to make full use of Nanite so expect little visual difference if you enable it at this moment. Temporal Super Resolution (TSR) is added as an alternative to NVIDIA DLSS and is supported by all GPUs.

The team has worked hard to optimize the game so that the performance is as similar as possible to Mortal Online 2 in Unreal Engine 4. UE5 is more demanding on the GPU and we have increased the minimum requirements to a GTX 1060 or equivalent. The CPU performance has gotten improvements in multiple areas, particularly with characters. We expect a performance improvement in crowded areas like large battles compared to UE4.

The upgrade to Unreal Engine 5 has not been without its challenges. Multiple areas of the game world got completely broken and we had to repair many parts of it. Level streaming got much worse due to a core change from PhysX in UE4 to Chaos physics in UE5. This increased some of the loading stalls to several seconds. The team managed to solve it by reworking some of the level streaming systems. It not only restored the level streaming stalls to previous levels but even improved them in several areas. There are however stutters present in places like Tindrem, we were forced to enable level streaming-specific garbage collection settings to solve an engine level bug. The bug causes landscapes to lose collisions during level streaming which would make players fall through the world. We are confident that once we solve the landscape collision bug without these settings enabled we can return to a much smoother gaming experience.

We're immensely grateful to our community for their patience and support throughout this transition. The future of Mortal Online 2 is bright, and together, we're paving the way for many more thrilling adventures and unforgettable moments in this expansive world. Thank you for being on this journey with us.

PTR Servers
  • A copy of the live server database has been moved over to the PTR server. This does NOT include the broker or friends.


Optimizations
  • All cities have received a dedicated art optimization pass to improve performance for UE5.
  • Improved CPU performance by reducing the number of active components on humanoids.
  • Improved CPU performance by making some parts of the character static when far away.
  • Fixed issue where player character render bounds were bigger than necessary.
  • Reduced the number of active bones in character skeletons for improved animation performance.
  • Added a new render priority system where characters will be changed to a low detail state when far away. This version of characters is much cheaper. This mainly affects players and humanoids like zombies and guards. We will extend it to creatures in a future update.
  • The game will now target a max number of high detail characters using the priority system to maintain CPU performance.
  • Turned off post process anim instances when anim physics alpha is set to 0.
  • Made camera wall intersection tests cheaper on the CPU.
  • Replaced parts of the engine level streaming behavior to eliminate loading stalls due to registration of collision shapes. Large areas of trees and foliage should no longer produce large loading stalls as the collision shapes are now streamed over multiple frames.
  • Fixed issue where the game would start loading levels from position 0,0,0 during loading screen before switching to the spawn location. This caused the game to load unnecessary assets when entering the world.


Flags and Standing
  • Murderers will now have red names. If you have more than 10 murder counts, your name will change from blue to red.
  • Increased the number of murdercounts required to be considered a murderer from 5 to 10.
  • With a red name, other players will be able to attack you without turning criminal themselves, however the guards will not attack you on sight as a murderer. This means you are free to attempt to enter a Guarded Town you have positive Standing with, however the guards will not defend you if the players living in that town decide to attack you.
  • This means murderers are no longer favored by the flagging system, as you will instantly know if someone is a murderer or not when encountering them outside of a town.
  • This will allow more people to make better informed decisions about what they should do when encountering other players, while making the gameplay as a murderer feel more like your actions have had a tangible effect on your reputation within the world, along with bringing more action toward you.


Territory Zones
  • The world map is now split into two different kinds of zones, Guarded Areas and Wilderness.
  • Wilderness is a new type of area where players can not be reported for murder or lose Nation Standing. Certain areas on Myrland will become Wilderness, such as the Gaul’Kor area, the jungle, and most dungeons which contain bosses.
  • If you die while inside the Wilderness you will not be able to report your killer for murder, so come prepared, at your own risk, and with the knowledge that you will be in significant danger with no recourse from the NPC Nations.
  • Added an overlay to the map to show where the different zones are.
  • Added game messages when entering a different zone.
  • Changed murder reporting so that you now always lose Standing with the Nation owning the zone you were in when you died. This means if you kill someone outside Tindrem, you can only lose Standing with the Tindremic Provinces for that murder.
  • The Republic of Nordveld zone around Hyllspeia is missing on PTR but will be present for the release.
  • The exact locations of these zone boundaries may change.


Bounty Hunting
  • Added the ability to name a partner when taking a new bounty. If your partner accepts, both players will receive the same bounty contract and can both use Seeker Corakis to locate them.
  • Added a distance limit when taking a new bounty. A random murderer within 5,000m of you will be selected, if there are none within that range it will expand the search until you find one.


Guilds and Territory Control
  • A Claiming stone can now only be placed in a building with full health.
  • Guild tiers now increase the max supply the guild can hold.
  • Guild related tabs in the Social window no longer appear if you are not in a guild.
  • Guilds with no leader now get a new leader when the server restarts, GMs also now have the tools to set members to leaders.
  • Guild Buildings that belong to a guild that have been removed now lose health.
  • Guild Buildings should no longer duplicate NPCs.
  • Price for production goods from Steward decreased from 5 to 3 Gold.
  • Guild defence gained from buildings no longer gives an instant 1% on placement or claiming.
  • Time it takes to gain 1% guild defence increased from 900 seconds to 1800 seconds.
  • Rank Settler and above are now allowed to withdraw production goods.
  • Fixed an issue causing taxes from vendors to not apply correctly.
  • Increased the "tax" the owning guild earns from TC vendor transactions from 5% to 10%
  • Improved territory logs for guild taxes.These are the logs shown in the territory tab.


Buildings and Placement
  • Added ctrl+scroll input to slow down the rotation for building placement. Keybinds added in the options menu.
  • Changed stronghold windows so that players no longer can walk through them. Players can still shoot and aim through them.
  • Wall decorations should no longer be hidden when far away from a building. Other decorations will still be distance culled for performance reasons.
  • Fixed crash that could happen while trying to place decorations in a house.
  • You can no longer add resources to destroyed houses.


Magic
  • Icebarrier updated to 5.5s cast time, 30 mana cost and 7 second duration.
  • Ignition no longer damages the caster when hitting a very close target.
  • Fixed issue where the Spiritism Kau beam could be heard from the living world.


Movement and Combat
  • Fixed issue with "aim with arrow tip" option to cause players to shoot straight down. It got broken after we stopped players from being able to shoot through walls.
  • Removed movement input fix we added in UE4 for floating point precision issues at the edges of the world that caused players not to be able to walk in straight lines at high frame rates. That is no longer needed in UE5.
  • Increased minimum attack charge duration slightly to raise the damage dealt by clicking to attack. Hitting for zero when attacking should now happen less frequently.
  • Weakspot calculation on daggers has been adjusted so that heavier daggers weakspot less often than lighter daggers.
  • Changed out-of-world recovery so that it can't be abused as an elevator to get out of caves. Players will now return to their last known location.
  • Enabled cast shadows on the player torch in first person view. Torches from other players do not cast shadows yet for performance reasons.


Networking
  • Fixed issue where players would load in on other clients but it would take a few seconds before they started moving because of missing movement updates. This made it look like other players would teleport/rubberband when first loading in. It was very apparent when loading in mounted players riding at full speed.
  • Multiple updates and fixes to player and AI movement updates to reduce desync issues where characters sometimes end up in outdated positions. This sometimes happened to pets that were following their owner and appeared in a previous location to other players.
  • Reduced network overhead on the server side related to player movement updates.
  • Improved package handling on the server side.
  • Fixed several server memory leaks that were causing instability.


Characters, AI and NPCs
  • Made outcasts/outlaws slightly weaker and slower.
  • Closed doors in player buildings now block AI pathing again. AI was temporarily allowed to leave through closed doors due to a bug a few patches back where pets would randomly run into other player houses and get stuck there.
  • Fixed issue where Game Masters would not appear in the etherworld but still be targetable. Game Masters will now appear in both the living world and the etherworld when they choose to show themselves without being targetable.
  • Removed the loud spawn sounds for Game Masters when they chose to appear.
  • Fixed bug where the equip and unequip armor sounds were not playing on other players.
  • Fixed issue where the Blainn fur was slightly emissive during the night, not becoming perfectly dark.
  • Fixed server-side issues caused by spirits in the etherworld that moved too far away from their spawn position.
  • Improved the issue where character parts are not completely synchronized in the animation. We are still troubleshooting the issue that only appears in release builds.
  • Reduced the aggro range for wolves from 50 m to 20 m.


UI and Interactions
  • You can now manipulate items with right-click while a TC bank container is open.
  • Fixed a bug preventing you from accessing house chests after already having accessed them, leaving the area and returning to access them again.
  • Fixed UI tutorial step crash in Haven.
  • Fixed issue where deleting a character in the character selection screen would sometimes put the game in a permanent loading screen.
  • Fixed issue where deleting a character and creating a new one would sometimes bug out the game and cause the player to login in a bad state.
  • Fixed an issue allowing the "/bank" chat command to not respect the access restrictions on guild NPCs.
  • Fixed crash that sometimes happened when deleting a character.
  • Added tooltips to the territory tab.


Lighting, Weather and Environment
  • Main menu scenery changed to signify the upgrade to UE5.
  • Added new camps to points of interest.
  • Added a fighting pit near the Meduli bank so that players can duel away from the main streets.
  • Fixed multiple “elevator” exploit spots in the world where players intentionally glitched through the world and were teleported to a different location during out-of-world recovery.
  • World fog is modified due to the engine upgrade to UE5.
  • Fixed missing collision on rocks in necro dungeon that allowed players to safely hide and scout the dungeon.
  • Updated textures and materials for vegetation with a new UE5 setting that reduces the issue of some trees and bushes to thin out or disappear in the distance.
  • Fixed issue with some torches on the ground in some Point of Interests not emitting light at low video settings for Effects.
  • Multiple art fixes in Tindrem, such as missing textures, gaps in the ground, broken meshes, etc.
  • Various fixes on world textures and meshes.
  • Fixed rare crash related to weather changes.
  • Fixed grass not being gatherable in certain locations.


Changes to Game Settings
  • Replace Shadows setting with Lighting and Shadows. The setting now updates Shadow Quality, Reflection Quality and Global Illumination Quality.
  • Low and Medium lighting settings now use screen space reflections. High, Epic and Cinematic use Lumen reflections.
  • Increased the minimum distance for enabling character shadows by 10 m for all quality levels. This ensures that characters cast shadows even on the lowest quality setting.
  • Added setting for Nanite and Virtual Shadow Maps. VSM is a new shadow method in Unreal Engine 5 intended for use with Nanite.
  • Replaced the DLSS setting with a shared Upscale setting. DLSS is in this list when the GPU supports it.
  • Added Temporal Super Resolution (TSR) to Upscale setting. It is supported by all GPUs.
  • Removed the Resolution Scale slider. Values are now controlled by the Upscale setting. We might restore the slider once some specific values no longer crash the game.
  • Removed the character distance optimizations setting. It is now always on.
  • Removed the Use Multithreaded Rendering setting. It is enabled by default in UE5 and is now always on.
  • Changes to the Launcher and Game Startup
  • Both DirectX 11 and DirectX 12 are still supported. DirectX 11 support is likely to be deprecated in the engine in a future engine upgrade.
  • A splash screen with an EAC progress bar is now shown on startup. The game was previously hidden during this phase.
  • Changed the game startup sequence. An initial loading sequence is now shown before the intro movie with detailed information if something goes wrong with EOS or EAC. This should reduce troubleshooting times.


Known Issues
  • World lighting breaks when the character sheet preview window, the paperdoll, is updated.
  • Some additional engine garbage collection settings related to level streaming are enabled due to a landscape collision bug. These GC settings cause lots of tiny stutters while playing the game. We are aiming to disable them again once we can fix the Unreal Engine 5 bug where landscapes are losing physics collision due to level streaming issues.
  • A few locations like the Celaeno cave and south of colorful forest currently have broken terrain and you will fall through the ground. Please report if you find other locations.

Twitch Stream Summary October 11th 2023

Greetings Mortals,

On October 11th for Henrik’s bi weekly stream he loaded up our internal test server and showcased the current state of the game running on Unreal Engine 5:

[previewyoutube][/previewyoutube]

Unreal Engine 5 PTR Date

We are currently planning to open up the PTR at the end of this week on Friday, the 20th of October, leaving it running until Monday the 23rd.

The PTR server will be updated to a new clone of the current live server a few hours before it is accessible, so everyone will have an up to date version of their character on the testing server, including all banks, player houses, keeps and territory settlements and structures.

This PTR will be heavily focused on crash hunting, where we will be looking to find and fix all possible crashes along with any other oddities you may find while on the server.

We are still working on a great many things simultaneously as we prepare for the full release at the end of the month, so expect to see some things on the PTR that may be a little rough around the edges as we work to polish everything up.

If this is your first time accessing one of our PTRs, a more detailed post with instructions on how to get involved will come a little later in the week explaining how to switch between the PTR and live game so keep an eye out for that.

TC Balance Updates

With work continuing on everything TC related mentioned in the last Into the Vault entry, there has been a few notable adjustments.

We are looking into changing the Supply Storehouse design so the Storehouse itself has a radius of influence around it, and any TC structures within that radius will receive the Guild Defence bonus from the Storehouse.
If we do the above, the limit of 1 Supply Storehouse per guild will be removed, so that they may be built wherever you want to add extra defence. This would also come along with a placement restriction which will prevent a Supply Storehouse from being placed too close to another one.
We are planning to introduce a “tax” when selling items to TC vendors, gained by the guild who owns the vendor. We also found a rather nasty bug which is currently present on live which causes vendor taxes to be far lower than they should be, which we’re hoping to hotfix with a server patch this week to correct it. One of our goals is making player settlements profitable to run, and this change should help quite a lot with that.

Whether you’re a longtime fan of Mortal Online 2 or a newcomer in the world of Nave, dive into the vault with Henrik every second Wednesday at 8:00 PM CET to get your questions answered by the CEO and game designer.

See you in Nave,

The Star Vault Team

Twitch Stream Summary September 27th 2023

Greetings Mortals,

On September 27th Henrik hosted his Bi Weekly QnA stream, which will be archived on our YouTube channel and posted below when it’s available:

Stream VOD coming soon.. check back later

Unreal Engine 5 Progress Update

Henrik was planned to hop in game on our internal test server to show how it’s looking in UE5 with Lumen, however we upgraded to Unreal Engine 5.3 yesterday just before the stream and unfortunately the in game lighting needed to be adjusted again and became not ready to show in that build.

We will hopefully have that fixed for Henrik’s next stream, and we look forward to showing you that.

The team has made some great progress with optimization on Lumen, and we are now seeing some quite healthy framerates. There is still much to do here though, and optimization will continue right up until the patch releases.

The team has also made some nice improvements to make rendering characters and AI less expensive at a distance, which should help to improve framerates in large battles.

We have also officially completely moved over to the new engine internally and are no longer working on the UE4 branch.

As far as we are aware, Mortal Online 2 is still on track to be the first MMORPG running on Unreal Engine 5 with a planned release time of the end of October 2023, which is very exciting for us!

TC Balance

We now have one of our talented programmers focusing solely on fixing Territory Control related issues, with a nice list of balance updates and improvements at the bottom should he have time for them.

To summarize a few of the key changes,

  • Supply Storehouses will need to be built close to your Chancery as was intended.
  • Changing the Claiming Stone in a player house to be one of another guild’s to benefit from higher Guild Defence will no longer work. We are looking at the best way to acheive this, however it will likely involve either a cooldown on placing a new stone in the house, or a delay time on when the Guild Defence becomes active on the house after placing the stone.
  • When purchasing items from a TC vendor, the amount of “tax” earned by the owning guild will be increased to make vendors more profitable.
  • The price of Production Goods will be lowered slightly to lessen their impact on vendor profitability.
  • The rate at which Guild Defence increases will be lowered to be the same rate that it decreases (2% per hour) to create more of a “tug of war” scenario.
  • We are looking at removing the instant gain of Supply Structures when they’re placed, to lessen the impact this system has on active sieges. The Guild Defence system’s main goal is to prevent surprise offline sieges, not to interfere with an ongoing siege by allowing the defenders to coordinate building multiple Supply Towers at the same time to gain a significant amount of defence instantly.
  • The Guild Rank required to withdraw Production Goods will be reduced from 4 to 3, to allow guilds the ability to deligate Supply Running activities without allowing those same people the access to spend Prominence.
  • We’re looking at ways to allow upgrading the Guild Supply cap, via increasing your Guild Tier, as well as potentially by placing or upgrading certain structures such as the Supply Storehouse, Supply Line and Chancery. We’ll have to see if we have time for this one as it’s not as simple as we would like, however in the worst case scenario we can always simply increase the base cap to alleviate the issue of many guilds feeling that 1000 Guild Supply is not enough.
  • We’re looking at implementing something to mitigate the viability of out repairing manganon damage to buildings during a siege, as we want promote sieges being an active gameplay scenario, with the “meta” tactic not being to have a large group repairing to counter the siege.



We have many more items on this list, however it’s important to understand that due to most of the team’s focus being on the UE5 migration, there is the small possibility that not everything here will be completed, tested and verified in time, but we want to let you know what we’re working on nonetheless.

We have also updated the Territory Control UI to look much nicer:



What’s Coming Along With UE5?

While a large focus is on the new engine migration, we are also hard at work on the addition of some not at all insignificant new systems, such as the Task Expansion, New Zone Rules, and some important changes to being a murderer as well as general balance tweaks and a long list of bug fixes and quality of life updates.

What is the Task Expansion?

One of the things we have always wanted to work on is the new player experience, specifically in regard to the new player’s transition from Haven to Myrland.

Although our game has many sandbox elements which we love and are proud of, it’s no surprise that many new players instincts are not to create their own goals to chase, and end up logging into the game and asking themselves the question of “what should I do?”.

This is something we aim to address with the Task Expansion, which will eventually allow players of all types to engage in various activities with higher rewards for completing them faster, time limits, and in doing so earn Renown, which represents your reputation and dare I say prominence throughout the realm for that activity.

For example completing hunting tasks will increase your Hunting Renown, which will grant you access to more difficult tasks with higher rewards. One such reward is a unique currency used by hunters throughout the realm, which when you have enough of can be redeemed to purchase a unique cape which is not tradeable to show off your acheivement as a great hunter.

This same concept is then applied to different types of activities, so eventually there will be Fishing tasks for you to increase your Renown as a fisher, earning rewards, unique currencies and gaining access to vendors who sell interesting items provided you have enough Renown for them to talk to you.

So whether you’re a new player looking for some handy direction or a little nudge to get out into the world, or a long time veteran who knows exactly what they want to do and uses these tasks to compliment and improve their normal gameplay, we should have something for everyone eventually after this expansion.

Bounty Hunting is also included under the general “Task” umbrella, and so will receive some long needed improvements as well such as distance limits on Bounties and the ability to name a partner, and if there’s time, hopefully some interesting rewards as well.

The Bounty Hunting titles have also been rewritten to be more interesting, apart from the 50 bounties title which we left alone as that was the one most people wanted.

New Zone Rules

The Epic Games Store / UE5 release patch comes with the introduction of the Wilderness.

The Wilderness is a new type of area where players can not be reported for murder or lose Nation Standing. Certain areas on Myrland will become Wilderness, such as the Gaul’Kor area, the jungle, and most dungeons which contain bosses.

These Wilderness areas will be marked on the map, as well as barriers in the world both natural and crafted such as mountain passes, tunnels and chokepoints, as well as fences, old ruined walls or stakes in the ground. You will also receive a chat message and potentially a fanfare when entering the Wilderness.

If you die while inside the Wilderness you will not be able to report your killer for murder, so come prepared, at your own risk, and with the knowledge that you will be in significant danger with no recourse from the NPC Nations.

To contrast this Wilderness, the areas around all Guarded Towns will become patrolled by guards of that nation. Although they will be significantly weaker than the guards found inside towns, they will still pose a threat to any would-be bandits who brazenly attack innocent people too close to the town or by a road being patrolled.

The density of these patrols will fall off rather quickly as distance to the town increases, and they will mostly only be found on defined roads.

Red Names for Murderers

We are bringing back the red name for being a murderer.

This means if you have more than 10 (this number may change) murder counts, your name will change from blue to red.

With a red name, other players will be able to attack you without turning criminal themselves, however the guards will not attack you on sight as a murderer. This means you are free to attempt to enter a Guarded Town you have positive Standing with, however the guards will not defend you if the players living in that town decide to attack you.

This change is something we know many of you have been asking us about and have wanted for a long time, so we’re happy to say that it is happening.

This also means murderers are no longer favored by the flagging system, as you will instantly know if someone is a murderer or not when encountering them outside of a town.

This will allow more people to make better informed decisions about what they should do when encountering other players, while making the gameplay as a murderer feel more like your actions have had a tangible effect on your reputation within the world, along with bringing more action toward you.


Whether you’re a longtime fan of Mortal Online 2 or a newcomer in the world of Nave, dive into the vault with Henrik every second Wednesday at 8:00 PM CET to get your questions answered by the CEO and game designer.

See you in Nave,

The Star Vault Team

Click Here for Original Post

Patch Notes 1.0.17.61

Added
  • Added a new general feedback message for when spells hit after cast but don't deal damage. Useful for AoE's that add debuffs but don't do damage or apply effect on cast.


Changes
  • Minimum rank for gate operation reduced from rank 4 to rank 2.
  • You can now always manipulate decorations when you are the owner of a guilded building. Rank 7 and above can also manipulate decorations in guild owned buildings.
  • Enemies from dynamic spawners will now leash when they lose aggro.
  • Increased bandage distance for pets by 1 m.
  • Fixed issue with supply towers and some supply lines not being able to pay upkeep due to not being in a guild territory.
  • Updated collisions on several buildings so that players can target and attack through open windows.
  • Elementalism Spell Water Ward now has no player collision and only acts as a block for projectiles and attacks.


Fixes
  • Hopefully fixed the issues with the broker.
  • Fixed missing sounds from Manganon fire pots.
  • Fixed floating trees outside Toxai.
  • Fixed crash in movement component due to an infinite recursion while switching physics states.
  • Improved node stability.
  • Adjusted a no build zone near a POI that interfered with a stronghold.
  • Fixed bug where the distant version of houses would go invisible instead of showing a lower level of detail.
  • Fixed a couple of rare client side crashes in the chat system and the criminal actions enabled check.
  • Fixed bug that got introduced with TC where you would bandage yourself instead of the mount depending on where you aimed at it.
  • Fixed an issue with the spell Stone Wall where its volumes and vfx were not matching. You cannot walk through the spell anymore.
  • Fixed an issue where spells starting in the same house volume as its caster (like inside of their own house or keep) would cause the projectile to collide with the buildings volume on server causing instant collision.
  • Stability updates to the server.


Known Issues
  • Siege machines will stay in the air when the walls or buildings they are placed on are destroyed.
  • The option “Aim with arrow tip” in the game settings is currently broken and arrows will release into the ground.

Patch Notes 1.0.17.59

[previewyoutube][/previewyoutube]

Greetings Mortals!

Prepare for a monumental shift in the world of Mortal Online 2.

With the introduction of territory control you can now claim land for your guild, expand your influence on the realm, construct settlements and grow in power.

You will not be the only one vying for control of Myrland however, so be prepared to engage in large scale siege warfare as the strongest powers collide and compete for dominion over the land.

The two new groups of Emanation and Arrangement bring 20 new Elementalism spells to the world of Nave, allowing magic users to expand their possibilities and effectiveness with totally new mechanics.

All this and so much more is now available in this patch. Please give the notes below a read and let us know what you think!

We have also put together a helpful "Getting started with Territory Control" manual over on our website which we encourage you to view here: https://www.mortalonline2.com/help-center/gameplay-help/getting-started-with-territory-control-and-sieging-manual/

See you in Nave!

Main Features
  • Added Territory Control mechanics with many territory control related structures.
  • Added Sieging mechanics.
  • Added two siege engines, the Manganon and Ballista. Both stationary and mobile variants.
  • Added new Titles.
  • Added Campodon armor.
  • Added two new banner colors.
  • Added 20 new elementalism spells, in the groups Emanation & Arrangement.
  • Several client side and server side optimizations. See details below.
Guilds
  • Fixed issue where kicked guild members would remain in the guild member count. We have cleared existing guilds of kicked members. Please report if you still have guild members stuck in your guild list.
  • Fixed issue with guild members coming back into the guild list when server restarted.
  • Added a guild rank 4 requirement for operating keep gate levers.
  • Added a guild rank 7 requirement for manipulating decorations in guild buildings.
  • Renamed certain guild ranks.
Archery
  • Drawing a bow will no longer cancel immediately when getting close to walls and objects, only when getting extremely close. Instead the arms will adjust to avoid the environment.
  • Fixed issue where players could launch arrows through walls by standing too close to it.
InGame Map
  • Updated the visuals of the ingame map to display territory control information.
  • You no longer need the map item in the inventory to see the Myrland map when you press M.
  • You can now zoom the map and move it around.
  • Loot and Pickables
  • POI containers such as barrels, chests, urns etc have a bit higher refresh rate for new loot.
  • Make pickables easier to target and interact with by improving the collision to better match the visual mesh. (pickables are objects like karotons or salt crystals)
Magic
  • The effects of multiple Elementalism Emanation spells no longer stack.
  • Casting Crawling Hands will now flag you as a criminal.
  • Lava Flow base damage decreased from 2224 to 2022
  • Lava Ball base damage increased from 2228 to 2630
  • Comet base damage increased from 2333 to 2535
  • Torrent cast time decreased from 2.5s to 1s
  • Fixed an issue where no sounds were played for some spiritism spells.
  • Fixed an issue causing Roaring wind to hit more often than intended.
  • Akh bond will no longer transfer to a random pet when the original was not found.
  • Lava Flow base damage decreased from 2224 to 2022.
  • Lava Ball base damage increased from 2228 to 2630.
  • Comet base damage increased from 2333 to 2535.
  • Comet now requires 2 Salt instead of 1 Salt Crystal
  • Boulder now requires 10 Granum Pile instead of 5 Flakestone
  • Torrent cast time decreased from 2.5s to 1s.
Mounts and Pets
  • Updated the appearance of Campodon bags.
  • Fixed a bug where your mount would not take fall damage if you died from the fall.
  • Fixed an issue where a mount that changed between young/adult/alpha while swimming would drop to the floor and stay under water.
  • Mounts are now forcefully pushed towards the surface while swimming to ensure they stay afloat until we add buoyancy rules. There were a few scenarios where players managed to stay below the surface.
  • Fixed issue where mounts had a lesser step height than players. This caused mounts to be unable to step over objects that a player on foot would.
Characters, Creatures and Spawners
  • Rebalanced the Glory reward of many creatures. Hostile animals now award more Glory overall.
  • Multiple variations on dynamic spawners added or updated across Myrland.
  • Added an extra leash check to leash AI that is stuck.
  • Adjusted the spawning radius of several troll spawns in the world.
  • Fixed issue with NPCs sometimes looking straight down into the ground or being horizontally rotated due to a bad path update.
  • Springbok collision was adjusted for elementalism to fix spells going through them.
  • Fixed a bug where a player would "run in the air" if they got launched into the air without jumping first.
  • Fixed a bug where the player would not rotate along with the object they were standing on.
  • Fixed the bad falling animation for horses that had a broken loop.
  • The bandits who captured the Tindremic Officer now give glory, although less than other bandits.
  • Buildable Placement updated
  • Adjusted the placement rules for buildings. Buildings should now be a bit easier to place.
  • Adjust the way the minimum range between player owned structures is handled. In certain cases you should now be able to build houses slightly closer to each other.
  • The placement mode for structures now attempts to automatically raise the object being placed in order to clear any clutter on the ground (Rocks, tall grass, bushes, etc) when the item is activated.
  • Player owned structures are now easier to place on rough terrain.
  • Buildings will now display their correct names when placed, instead of being called “building”.
  • You can no longer place structures in the Necro dungeon tunnels.
  • Update the message that is displayed when you are trying to place a structure inside of a nobuild zone. It should now make it much more clear that this is why you are unable build in a given area.
  • Removed large no build zones in front of all keeps.
  • Adjusted several no build zones in the world to be smaller.
Housing and Buildables
  • Destroyed houses/keeps will now be lootable for only the owner after being destroyed, after 48 hours anyone can loot the content of the house/keep for 72 hours then the structure is removed.
  • Fixed being able to view the contents of unrelated chests of other houses when you unlock a chest with a password.
  • Fixed client side bug where the keep gate would be closed for some players even though it was open.
  • Various collision fixes and updates to houses, keeps, and strongholds.
  • Fixed a bug causing you to not be able to loot destroyed buildings.
  • Fixed issue where players could remain standing in the air if the object they were standing on got removed, for example a house or wall got destroyed.
  • Update house password system, a quick relog will not force you to retype password to access chests/doors etc.
  • When the client thinks it has access to a chest (by having an outdated password) you will now be able to retype it again instead of simply being denied access until relog.
  • Chest UI now closes when password failed or someone changed the password.
  • Fixed a bug causing ‘access chests’ to sometimes appear empty and not able to be picked up.
  • Fix issue with keep walls allowing AI to walk through them.
  • Fixed an issue which resulted in you being unable to place decorations on certain grid cells of a house when the door was open.
  • Increased item cap for Keeps by +100 for T2 and T3.


Door Breaching
  • Players can now force open the door of a house by damaging it.
  • House doors have health, and a defence value that scales linearly with the health % of the house it is connected to.
  • This means only houses that are being sieged can have their doors opened in a reasonable amount of time. Players should be able to feel safe in their homes outside of a siege scenario.
  • The door will recover its health over a short period of time.
  • At 100% health, the door has a defence of 100%.


Attributes, Skills and Buffs
  • Fixed a bug sometimes causing you to get more skill points than intended. Players affected by this bug will notice the appropriate amount of skill points being drained from their skills upon login.
  • Fixed an issue where if you unlocked Veterinary before a change made to Animal Care, it allowed you to bypass the Animal Care requirement. This should no longer be possible.
  • Fixed bug where players affected by akh bond in mercy mode would not be killed when struck. Making it look like players were resurrected when "killed".
  • Pet buffs are now removed upon trading the pet.


Trinkets, Items and Consumables
  • Fixed trinkets not giving you the intended skill points upon login, until you reequip it.
  • Fixed an issue where drinking a potion which both purified and healed you would sometimes try to heal before purifying you.
  • Fixed a bug causing Direct Healing, Mana, Poison effects to sometimes fail to trigger.
  • Fixed the Lynx Tail item showing the incorrect icon.
  • Fixed an issue which could result in invisible items occupying slots in your inventory.
  • Fixed bug where attempting to move an item from pet bags directly into an access chest would cause it to go invisible, and vice versa.
  • Fixed mounted archery trinket bug, where two entries of the same skill bonus existed. You will now get the highest value of the two.


Flagging and Standing
  • Fixed an issue where you could report players for murder who recently attacked you if you commit suicide by eating/drinking poison.
  • Fixed an issue where crossing nodelines as a criminal would sometimes incorrectly reset your criminal timer.
  • Parcel delivery tasks now yield Prosperity instead of Glory.
  • Rebalanced the Prosperity rewards of most tasks.
  • Completing a bounty hunt now grants you Might instead of Glory.
  • Fixed a bug where Risars would reset criminal timer when hitting criminal players
  • Fixed a bug where Risars would set players as criminal when spotting their risen pets.
  • Environment and Structures
  • Fixed a few holes in various dungeons that players were falling through.
  • Fixed miscellaneous environmental art issues in the world.
  • Fixed an issue where the Kiln in Tindrem could not be used.
  • Fixed instances where players could get stuck when doors were closed on top of them.
Misc Gameplay
  • Greatly reduced the delay between landing on the ground and receiving fall damage.
  • Fixed an issue where sounds would sometimes not play from the correct location in relation to the camera.
  • Made the inner neck region black in first person so that the player can't see inside the body when looking down in some scenarios.
  • Most titles are now unhidden in the game, instead you will see progress towards the next title in the title chain.
  • Fixed a bug where you were not able to weakspot someone who had the counter damage reduction effect.
  • Fixed a bug for spiritism where you would not lose spirits if ether lore skill level was 80 or above. You now lose spirits until you reach 100 skill.


Client Optimizations
  • The following optimizations were made to reduce some of the loading stalls that players experience while traveling.
  • Fixed issue with house decoration grid which caused a long stall when a house loaded in.
  • Fixed issue with houses at far away distance loading in on the same frame causing a long stall.
  • Fixed issue with buildables loading more asset data than what was needed, this caused a long stall.
  • Disabled unnecessary physics overlap check when enabling or disabling collisions.
  • Changed the engine garbage collection settings in an attempt to reduce game stuttering. Garbage collection is a memory cleanup routine that runs in intervals and causes hitches.
  • Reduced the load time slightly for pickables.
  • Server Fixes and Optimizations
  • Several server optimizations were made during PTR to increase player capacity.
  • Fixed several leaks that would cause server lag if the server was not restarted..
  • Fixed the notorious node crash that would happen roughly once a week
  • Possible fix for a rare node crash.
  • Server now handles sections of the game with many players better by dynamically changing what packages to send to who.
  • How the server handles packages have been optimized greatly increasing the amount of packages the server can handle.


Known Issues
  • Siege machines will stay in the air when the walls or buildings they are placed on are destroyed.