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Into the Vault #149 | Reckoning Expansion – Combat Abilities & PTR Date

Combat Abilities & Adrenaline
[h2]Information Stream[/h2][p]On Wednesday we showcased the brand new Combat Ability feature of the upcoming Reckoning Expansion during a livestream on the official MortalOnline2 Twitch channel.
[dynamiclink][/dynamiclink][/p][hr][/hr][p][/p][h2]Reckoning PTR Date[/h2][p][/p][p]Mark your calendars,[/p][p]The Reckoning PTR will be commencing on July 2nd, we hope to see you there![/p][p][/p][hr][/hr][p]
[/p][h2]Overview – What is it?[/h2][p]
One of the major new features of the Reckoning Expansion is the Combat Ability and Adrenaline system.[/p][p]These new and impactful additions represent the largest and most evolving change to the game’s combat to date. [/p][p]You will be able to unlock and use new and unique Combat Abilities for every weapon group (with the exception of Lances) including Bows. Using these Combat Abilities consumes a new resource called Adrenaline, which is generated by engaging in combat actions. [/p][p]This post will go into detail about the systems involved, what our goals are balance-wise, and what we will be tweaking based on feedback from the upcoming PTR which is being announced further down in this post!

[/p][hr][/hr][p]
[/p][h2]Unlocking Combat Abilities[/h2][p]
Every Combat Ability must first be unlocked by reading its associated Combat Treatise Chapter. These are consumable items which teach you how to perform a specific Combat Ability.[/p][p]These combat treatises are named books written by in-world authors, and are currently planned to be obtained primarily from the existing Soldier and Hunter Taskmasters in every town, with abilities for bows, spears and daggers being obtained from the Hunter Taskmaster, while most melee weapon abilities will be obtained from the Soldier Taskmaster.[/p][p]For example, the combat treatise for Two Handed Swords is called “Dancing on the Edge” written by Wentunio Vygos, and consists of three chapters, one for each Two Handed Sword combat ability:[/p]
  • [p]Dancing on the Edge Chapter I: Hilt Strike[/p]
  • [p]Dancing on the Edge, Chapter II: Flurry[/p]
  • [p]Dancing on the Edge, Chapter III: Hanging Thrust[/p]
[p]Every weapon group has their own unique combat treatise book name, author and chapters.[/p][p]Something important to note is that the chapters do not need to be read in order, however each combat ability does have a specific minimum skill requirement for its associated weapon group. For example you might need 50 Sword skill to perform Flurry, and 100 Sword skill for Hanging Thrust. Generally combat abilities which require more Adrenaline will have a higher skill requirement.[/p][p]The prices of these ability unlock items are planned to be quite low in regard to the number of task coins required, and readily accessible.
[/p][hr][/hr][p]
[/p][h2]Adrenaline[/h2][p][/p][p]Every Combat Ability costs Adrenaline to use, which is a new resource similar in concept to Stamina or Mana.[/p][p]Adrenaline is displayed in the center of the screen, and consists of 10 separate points.[/p][p]While not fighting, your Adrenaline will passively generate up to 1, allowing you to initiate combat by performing any Combat Ability with an Adrenaline cost of 1, should your chosen weapon group have one.[/p][p]Adrenaline is gained by engaging in combat related actions, such as dealing damage, taking damage, parrying, killing someone or performing a fatality.[/p][p]When taking damage you gain more Adrenaline for each point of damage taken compared to when you deal damage, this was done to allow players who are outnumbered and thereby naturally receiving more damage and opportunities to parry on average, to generate more Adrenaline organically and have more frequent opportunities to use Combat Abilities, which if done skillfully could help them overcome greater odds.  [/p][p]When you have been out of combat for 10 seconds, meaning you have not hit or been hit by anyone, your Adrenaline will begin to decay until it reaches your passively generated threshold of 1. The intention here is to allow players to earn Adrenaline rather quickly when engaging in combat and allow the use of combat abilities reasonably frequently, however once the combat has ended or paused for a while, for any Adrenaline remaining to be drained away. [/p][p]One primary focus of this decay mechanic is to move toward it not being viable to “preload” Adrenaline on your friends before a fight, and this is something that we will be asking for feedback on during the upcoming PTR.[/p][p]We will also most likely be heavily tweaking the gain rates for Adrenaline when dealing and receiving damage, as well as parrying during the PTR. Additionally, we can also dynamically adjust the maximum amount of Adrenaline, should 10 end up not being the optimal number.[/p][p][/p][h3]Clade Specific Adrenaline Modifiers[/h3][p]
Each of the four Clades, (Human, Alvarin, Oghmir and Thursar) has a unique benefit to how they gain Adrenaline.[/p]
  • [p]Humans decay Adrenaline 3 times slower than other clades.[/p]
  • [p]Alvarin passively generate up to 2 Adrenaline instead of 1.[/p]
  • [p]Oghmir gain more Adrenaline from taking damage than other clades.[/p]
  • [p]Thursar have an additional +1 to their maximum Adrenaline, allowing them to generate and use up to 11 Adrenaline instead o 10. Thursar also gain slightly more Adrenaline from dealing damage than other Clades. [/p]
[p]
[/p][hr][/hr][p][/p][h2]Selecting your Combat Abilities[/h2][p][/p][p][/p][p] Please note that the Shared Ability icons are not final.[/p][p][/p][p]After you have unlocked a Combat Ability, you will need to open the Combat Abilities UI page, which is a new tab appearing in the Skill menu.[/p][p]From there, you can select your weapon type, and view your unlocked Combat Abilities.[/p][p]At the bottom of the page there are 5 slots, which indicate which abilities you have currently selected. These 5 slots also appear when you are in combat mode on your screen, and are separate for each of the shown weapon types, they also update automatically when you swap to a different weapon.[/p][p]Below the Combat Abilities specific to each weapon type, you can view all of the Shared abilities, which as the name implies are shared across all weapon types. This means you can select which weapon specific combat abilities you would like to have in your set, along with which Shared abilities you would also like to include.[/p][p]Currently there are 3 different weapon specific Combat Abilities for each weapon type, except for Bows which have 7, allowing you to for example have 3 Two Handed Sword abilities selected, along with 2 Shared abilities, or even all 5 as Shared abilities if you so desire.[/p][p]
[/p][hr][/hr][p]
[/p][h2]Combat Ability Keybind Update[/h2][p]
As we now have 5 separate dedicated slots for Combat Abilities, we needed to reevaluate our default keybind layout to make room for them.[/p][p]Some notable changes include moving the interact key to E, Weapon Swap to Middle Mouse Button, and the default casting keys to Mouse Thumb buttons 1 and 2. If you do not have thumb buttons, you will of course we able to rebind these actions to any key of your choosing in the settings.[/p][p]As such, existing players will also likely need to shuffle things around when the patch releases, however worry not, we will not forcefully reset your keybinds!

[/p][hr][/hr][p]
[/p][h2]Types of Combat Abilities[/h2][p]
There are two different types of Combat Ability when it comes to activating them.[/p]
  1. [p]Automatically activated Combat Abilities[/p]
  2. [p]Manually activated Combat Abilities[/p]
[p]Automatically activated combat abilities are as simple as they sound, when you press your dedicated keybind for that combat ability, the ability will automatically activate and be performed.[/p][p]Manually activated combat abilities are slightly different, in that they have one additional step.[/p][p]Each Manually activated combat ability has a set of available directions, which represent all of the valid directions you can choose to initiate that combat ability from. [/p][p]To use a manually activated combat ability, simply press your dedicated keybind for the ability, and then initiate an attack from one of the valid directions. You will then perform the combat ability using a unique animation that is specific to that direction, with a good example being the Two Handed Sword Combat Ability called Flurry.[/p][p]Flurry is a Combat Ability which performs two horizontal cuts from opposite directions. It has two available directions, Left and Right, after activating Flurry, if you initiate it from the right, you will perform a right cut followed by a left cut. If you perform it from the left, you will perform a left cut followed by a right cut.[/p][p]This applies to every other manually activated ability, where the chosen direction is always where the first attack will come from. [/p][p]Combat Abilities can have multiple strikes within the same animation, and so although Flurry only has two, there are several abilities which have three and even four different strikes which each come from different directions. This means the number of different unique attacks which are being added to the game is quite large, as a seasoned player will need to learn and remember the sequences of many different abilities in order to preemptively parry in the right directions consecutively.

[/p][hr][/hr][p][/p][h2]Combat Ability Variables[/h2][p][/p][p]These are some of the values every combat ability shares:[/p]
  • [p]Whether the ability is parry-able[/p]
    • [p]Note: apart from naturally the bow abilities, currently this is only being used for Crushing Blow, and is heavily up to feedback on whether or not any of the melee abilities should be block-able only or if everything should be parry-able[/p]
  • [p]Whether the ability can be used while sprinting[/p]
  • [p]Whether the ability can be used while walking[/p]
  • [p]The set turn radius in degrees per second while the ability is active[/p]
  • [p]Whether the ability can be used while mounted[/p]
    • [p]This is necessary to restrict the melee abilities to be usable on foot only, as many of their animations will not work while mounted, however most of the Bow abilities can be used while mounted, in addition to the Shared abilities.[/p]
[p] [/p][p]In addition to the above, many combat abilities apply various effects to your opponent when hit by them, from Armor Piercing and Bleeding to Mana Drain and higher equipment durability damage, as well as various new Debuffs such as Sapped which reduces stamina regeneration, Dazed which pauses Mana regeneration and Limping which slows the movement of creatures.[/p][p][/p][p]Combat Abilities also scale their speed with weapon weight.[/p][p][/p][hr][/hr][h2]
Combat Ability List[/h2][p][/p][p]In this section we will mention each combat ability, along with what it does for reference and to get some thoughts and discussions knocking about a bit early in preparation for PTR testing.[/p][p][/p][h3]One Handed Sword[/h3]
  • [p]Thwart[/p]
    • [p]Perform three swift cuts.[/p][p]Adrenaline Cost: 1 [/p][p]Activation style: Manual[/p][p]Available Directions: Left, Right[/p]
  • [p]Riposte[/p]
    • [p]Raise your blade in a hanging guard, and immediately perform an overhead riposte should someone be foolish enough to strike you.[/p][p]Adrenaline Cost: 2[/p][p]Activation style: Automatic[/p]
  • [p]Counter[/p]
    • [p]Effortlessly counter and parry any incoming strike while performing an elegant thrust.[/p][p]Adrenaline Cost: 3 [/p][p]Activation style: Automatic[/p]
[h3]Two Handed Sword[/h3]
  • [p]Hilt Strike[/p]
    • [p]Bash the hilt of your sword downward into your opponent.[/p][p]Adrenaline Cost: 1[/p][p]Activation style: Automatic[/p]
  • [p]Flurry[/p]
    • [p]Perform two flowing cuts.[/p][p]Adrenaline Cost: 2[/p][p]Deals 25% Armor Piercing.[/p][p]Activation style: Manual

      Available Directions: Left, Right[/p]
  • [p]Hanging Thrust[/p]
    • [p]Perform an overhead feint followed by a strong thrust.[/p][p]Adrenaline Cost: 2[/p][p]Activation style: Automatic[/p]
[h3]One Handed Axe[/h3]
  • [p]Split[/p]
    • [p]Quickly punch the blade of your axe head into your opponent.[/p][p]Adrenaline Cost: 1[/p][p]Inflicts Sapped for 3 seconds.[/p][p]Activation style: Automatic[/p]
  • [p]Hack[/p]
    • [p]Brutally hack at your opponent three times.[/p][p]Adrenaline Cost: 2[/p][p]Deals 10% Armor Piercing.[/p][p]Activation style: Manual

      Available Directions: Left, Right[/p]
  • [p]Under Hew[/p]
    • [p]Perform a left feint followed by a powerful strike from below.[/p][p]Adrenaline Cost: 2[/p][p]Hits multiple opponents in one swing.[/p][p]Drains 20 Stamina on hit.[/p][p]Activation style: Automatic[/p]
[h3]Two Handed Axe[/h3]
  • [p]Carve[/p]
    • [p]Perform a right feint followed by an upward strike.[/p][p]Adrenaline Cost: 1[/p][p]Activation style: Automatic[/p]
  • [p]Severance[/p]
    • [p]Raise your axe above your head and bring it down upon your opponent.[/p][p]Adrenaline Cost: 2[/p][p]Deals 5% Armor Piercing.[/p][p]Inflicts Sapped for 5 seconds.[/p][p]Activation style: Automatic[/p]
  • [p]Cleave[/p]
    • [p]Cleave your axe through anything standing in your way.[/p][p]Adrenaline Cost: 3[/p][p]Hits multiple opponents.[/p][p]Activation style: Manual

      Available Directions: Left, Right[/p]
[h3]Spear[/h3]
  • [p]Sting[/p]
    • [p]Perform two quick thrusts from opposite directions.[/p][p]Adrenaline Cost: 1[/p][p]Each hit deals 60% damage.[/p][p]Activation style: Manual

      Available Directions: Over, Under[/p]
  • [p]Impale[/p]
    • [p]Plunge your spear deep into your opponent[/p][p]Adrenaline Cost: 2[/p][p]Deals 10% Armor Piercing[/p][p]Inflicts Limping on creatures for 5 seconds[/p][p]Activation style: Automatic[/p]
  • [p]Sling Thrust[/p]
    • [p]Throw your spear forward before pulling it back into your grasp with an attached rope.[/p][p]Adrenaline Cost: 3[/p][p]Deals 90% damage.[/p][p]Activation style: Automatic[/p]
[h3]Dagger[/h3]
  • [p]Precise Strikes[/p]
    • [p]Thrust your dagger from any direction.[/p][p]Adrenaline Cost: 1[/p][p]Activation style: Manual

      Available Directions: Left, Right, Over, Under[/p]
  • [p]Piercing Strike[/p]
    • [p]Forcefully thrust your dagger downward into your opponent.[/p][p]Adrenaline Cost: 3[/p][p]Deals 50% Armor Piercing.[/p][p]Activation style: Automatic[/p]
  • [p]Gouge[/p]
    • [p]Violently gouge your blade into your opponent.[/p][p]Adrenaline Cost: 3[/p][p]Inflicts Bleeding for 10 seconds.[/p][p]Activation style: Manual

      Available Directions: Left, Right, Over[/p]
[h3]One Handed Club[/h3]
  • [p]Forceful Strike[/p]
    • [p]Whip the head of your club into your opponent.[/p][p]Adrenaline Cost: 1[/p][p]Causes the vision of your opponent to shake briefly.[/p][p]Activation style: Manual

      Available Directions: Left, Right, Over[/p]
  • [p]Rupture[/p]
    • [p]Swing your club upward into your opponent.[/p][p]Adrenaline Cost: 2[/p][p]Inflicts Dazed for 8 seconds.[/p][p]Activation style: Automatic[/p]
  • [p]Shatter[/p]
    • [p]Swing your club down onto your opponent.[/p][p]Adrenaline Cost: 3[/p][p]Deals 10% higher Durability damage to equipment.[/p][p]Deals 50% higher Durability damage to Shields.[/p][p]Activation style: Automatic[/p]
[h3]Two Handed Club[/h3]
  • [p]Fracture[/p]
    • [p]Quickly thrust your club into your opponent.[/p][p]Adrenaline Cost: 1 [/p][p]Inflicts Dazed for 5 seconds.[/p][p]Activation style: Automatic[/p]
  • [p]Breaking Blows[/p]
    • [p]Perform two powerful strikes with your club.[/p][p]Adrenaline Cost: 2[/p][p]Deals 80% damage[/p][p]Drains 10 Mana[/p][p]Deals 10% higher Durability damage to equipment[/p][p]Activation style: Manual

      Available Directions: Left, Right, Over[/p]
  • [p]Crushing Blow[/p]
    • [p]Raise your club above your head and bear it down upon your opponent.[/p][p]Adrenaline Cost: 3[/p][p]Cannot be parried.[/p][p]Drains 20 Mana.[/p][p]Inflicts Dazed for 5 seconds.[/p][p]Deals 15% higher Durability damage to equipment.[/p][p]Activation style: Automatic[/p]
[h3]Poleaxe[/h3]
  • [p]Shaft Strike[/p]
    • [p]Perform a quick strike with the haft of your poleaxe[/p][p]Adrenaline Cost: 1[/p][p]Deals 70% damage[/p][p]Deals 15% Armor Piercing[/p][p]Activation style: Manual

      Available Directions: Left, Right, Under[/p]
  • [p]Alternating Strikes[/p]
    • [p]Perform alternating sweeping left and right strikes.[/p][p]Adrenaline Cost: 2[/p][p]Drains 10 Stamina from your opponent.[/p][p]Activation style: Manual

      Available Directions: Left, Right[/p]
  • [p]Rising Strike[/p]
    • [p]Perform a rising cut followed by an overhead strike.[/p][p]Adrenaline Cost: 3[/p][p]Successful hits will dismount a riding opponent.[/p][p]Activation style: Manual

      Available Directions: Left, Right, Under[/p]
[h3]Polesword[/h3]
  • [p]Heave[/p]
    • [p]Perform a horizontal cut with your polesword.[/p][p]Adrenaline Cost: 2[/p][p]Inflicts Bleeding for 6 seconds.[/p][p]Activation style: Manual

      Available Directions: Over, Under[/p]
  • [p]Sweeping Strikes[/p]
    • [p]Sweep your polesword in horizontal slashes.[/p][p]Adrenaline Cost: 3[/p][p]Activation style: Manual

      Available Directions: Left, Right[/p]
  • [p]Blade Dance[/p]
    • [p]Raise your polesword and swing it around you in a wide arc.[/p][p]Adrenaline Cost: 3[/p][p]Activation style: Manual

      Available Directions: Left, Right[/p]
[h3]Bow[/h3]
  • [p]Snap Shot[/p]
    • [p]Near instantly nock, draw and loose a single arrow.

      Adrenaline Cost: 1

      Deals 90% damage.


      Activation style: Automatic[/p]
  • [p]Piercing Shot[/p]
    • [p]Nock and draw a single arrow with 25% Armor Piercing.

      Adrenaline Cost: 2

      Activation style: Manual

      To use this combat ability, activate it and then loose one arrow.[/p]
  • [p]Volley[/p]
    • [p]Loose a volley of up to three arrows.

      Adrenaline Cost: 3

      Draw speed is greatly increased.


      Activation style: Manual

      To use this combat ability, activate it and then loose up to three arrows.[/p]
  • [p]Spread Shot[/p]
    • [p]Cant your bow and loose three arrows at once.

      Adrenaline Cost: 2

      Each arrow deals 70% damage.


      Activation style: Automatic[/p]
  • [p]Retreat[/p]
    • [p]Jump bacward and loose a single arrow.

      Adrenaline Cost: 3


      Activation style: Automatic[/p]
  • [p]Steady Hands[/p]
    • [p]Steady your bow arm, removing all sway while drawing.

      Adrenaline Cost: 3

      Effect lasts 8 seconds.


      Activation style: Automatic[/p]
  • [p]Force Arrow[/p]
    • [p]Loose an arrow which will force an opponent backward.

      Adrenaline Cost: 3


      Activation style: Manual

      To use this combat ability, activate it and then loose one arrow.[/p]
[h3]Unarmed[/h3]
  • [p]Jab[/p]
    • [p]Perform a quick forward punch.[/p][p]Adrenaline Cost: 1[/p][p]Activation style: Automatic[/p]
  • [p]Uppercut[/p]
    • [p]Perform a rising punch.[/p][p]Adrenaline Cost: 2[/p][p]Activation style: Automatic[/p]
  • [p]Pummel[/p]
    • [p]Perform four punches from different directions.[/p][p]Adrenaline Cost: 3[/p][p]Activation style: Manual

      Available Directions: Left, Right, Under[/p]
[h3]Shared Abilities[/h3]
  • [p]Invigorate[/p]
    • [p]Increase your Stamina Regeneration by 50% temporarily.

      Adrenaline Cost: 3

      Effect lasts 5 seconds.


      Activation style: Automatic[/p]
  • [p]Rejuvenate[/p]
    • [p]Increase your Health Regeneration by 50% temporarily.

      Adrenaline Cost: 3

      Effect lasts 10 seconds.


      Activation style: Automatic[/p]
  • [p]Energise[/p]
    • [p]Increase your Mana Regeneration by 30% temporarily.

      Adrenaline Cost: 3

      Effect lasts 10 seconds.


      Activation style: Automatic[/p]
  • [p]Quicken[/p]
    • [p]Increase your movement speed by 2.5% temporarily.

      Adrenaline Cost: 3

      Effect lasts 5 seconds.


      Activation style: Automatic[/p]
  • [p]Amplify[/p]
    • [p]Increase your Spell Power by 5% temporarily.

      Adrenaline Cost: 3

      Effect lasts 5 seconds.


      Activation style: Automatic[/p]
  • [p]Empower[/p]
    • [p]Increase your Melee Damage by 5% temporarily.

      Adrenaline Cost: 3

      Effect lasts 5 seconds.


      Activation style: Automatic[/p]
  • [p]Brace[/p]
    • [p]Increase your Physical Defence by 25% temporarily.

      Adrenaline Cost: 3

      Effect lasts 5 seconds.


      Activation style: Automatic[/p]
  • [p]Poise[/p]
    • [p]Increase your Knockdown Resistance by 50% temporarily.

      Adrenaline Cost: 3

      Effect lasts 5 seconds.


      Activation style: Automatic[/p]
  • [p]Ward[/p]
    • [p]Increase your Magic Defence by 25% temporarily.

      Adrenaline Cost: 3

      Effect lasts 5 seconds.


      Activation style: Automatic[/p]
[p][/p][hr][/hr][p][/p][h2]We Want Your Feedback![/h2][p]
If you have any thoughts, feedback or suggestions about the new Combat Ability feature, please provide it using the link below to our feedback questionnaire!

https://forms.gle/cC8mi3bPH6eG6x126 [/p][p]


Note

Please keep in mind that as development progresses, any details described above may change or be adjusted where necessary.

See you in Nave,

The Star Vault Team




[/p]

Into the Vault #148 | TC Overhaul Feedback Follow Up

Greetings Mortals,

Dive into the vault with us and read our latest development update over on our website!

https://www.mortalonline2.com/into-the-vault-148-tc-overhaul-feedback-follow-up


The feedback results from our last post are in, and we want to know what you think of our latest adjustments. This is a rather lengthy post including lots of information about the Territory Control Overhaul, as well as some additional items we did not mention last time, such as the Nation Standing Overhaul.

There is also a new feedback form linked at the bottom of the post.

See you in Nave!

Into the Vault #147 | Reckoning Expansion – Territory Control Overhaul

Territory Control Overhaul

[h2]Information Stream[/h2]
Yesterday we revealed more details surrounding the Territory Control Overhaul feature during a livestream on the official MortalOnline2 Twitch channel.
https://www.youtube.com/watch?v=PKZTOEhpmlI

[hr][/hr]

[h2]Overview – What is Changing?[/h2]

Currently the only major form of large scale Territory Control in game has been tied to the Keeps, which are able to grow their Territory area based on how high their Guild Tier is. Keep Territory areas then collide with each other and can not grow while touching another Keep’s Territory area. The idea behind this mechanic was to fuel conflicts from the desire to continue to grow past any other Keep Territories which may be adjacent to yours.

This design however had several problems, most of which many of you in the community are already aware of, such as not enough benefits to owning a Keep or increasing your Territory size beyond earning more taxes from player houses as well as being able to build Territory Control structures anywhere inside your Territory without the use of Claiming Stones. Additionally, this limited the mechanics of large scale Territory Control to only those guilds who own Keeps, of which there are 16 on Myrland, leaving out all other guilds.

To address these problems, we have gone back to the drawing board, overhauled this system of Territory Control and completely scrapped the growing and colliding Keep circles.

Instead, we have split up Myrland into fixed capturable Regions to compete over via more engaging mechanics, each offering their own benefits.

[hr][/hr]

[h2]Regions of Myrland[/h2]

The continent has now been separated into 31 distinct named Regions.

The map below shows the current layout and size of these Regions, however the final map will look somewhat different regarding specific border positions:
[h2][/h2]

Any guild may contest and claim any of these Regions by engaging with the new Outpost Siege mechanics, meaning Territory Control is not restricted to just Keep owning guilds.

Each Region has its own unique set of benefits, such as guild-wide buffs, collected taxes from every Player House and Stronghold located inside the Region, hourly generated Supply, local resources which are generated within the Region’s Outpost and must be withdrawn after reaching a certain cap in order to generate more.

These benefits will all be tailored to the local environmental aspects of each Region. For example, owning the Region which contains Cave Camp (the Northern Foothills in the above map) will likely provide a buff to Mining Yields, while owning a Region containing coastline will likely provide a buff to Fishing Catch Yields, or owning a Region containing dense forests and many creatures may provide a buff to Pet Experience Gain. We are endeavoring to make each of these Regions appealing for different reasons, so they are always desirable.

Each Region also has a set nation affiliation, such as Tindremic, Khurite or Wilderness.

We are also designing these Regions to be heavily and frequently contested, with a primary goal in mind being to facilitate reliable and engaging fights, centering around the Outpost Siege mechanics.

[hr][/hr]

[h2]Outposts[/h2]



Each of the 31 Regions on Myrland contains its own Outpost, which is a fortified wooden structure belonging to the guild who currently owns the Region it is in.

  • These Outposts are where the owners of the Region can withdraw any generated local resources, as well as store items in their unique Outpost Banker as well as use the Outpost Priest, which is currently planned to be set to guild use only, both of which will be locked behind a gate that only the Region owners can operate.
  • Outposts are the location where Outpost Sieges happen, which are the events that determine who will be the new owner of a contested Region.
  • Initiating a Region Claim and starting an Outpost Siege is done via the in-game map, by clicking on a Region and Contesting it. Contesting a Region will cost a decent amount of Prominence as well as some gold from your Guild Treasury.
  • Doing the above will start a countdown timer until the Outpost Siege begins, which we are currently setting to 1 hour. At this point everyone who looks at the map can see that the Region is being Contested and can view the Outpost Siege countdown timer. A guild can only have one outgoing Region Claim at a time.
  • There is a zone around every Outpost which disables murder counts while the Outpost Siege event is ongoing.
    • You will receive a [Game] message saying: “There is an ongoing Outpost Siege in this area, if you die here you will not be able to report others for murder.”
  • Once the Outpost Siege countdown has ended, the event will begin at the Outpost for that Region.


[hr][/hr]

[h2]Outpost Sieges[/h2]

After the cooldown timer has ended to initiate the Outpost Siege, the Outpost Siege event timer begins which currently lasts 1 hour, meaning the Attackers have one hour to complete all stages and successfully claim the region.

Outpost Sieges are designed to allow you to engage with their mechanics without requiring you to bring any resources or specific items such as Siege Tents or Manganons. This means you will not need to build anything or traditionally siege anything once the event starts.

The layout of the Outposts has also been designed to facilitate a variety of gameplay, with consideration for increased verticality and breaking lines of sight in certain areas.

Outpost Sieges consist of three main stages.

They are:

  1. Break down the Outer Gate
  2. Raise the Inner Gate
  3. Raise your Guild Flag


[h3]Stage 1 – Breaking the Outer Gate[/h3]

Once the event starts, three specialized structures will spawn outside the Outpost which produce Oil Pots automatically at a fixed rate of 1 every 30 seconds. These structures do not need to be built, do not require adding any materials and can not be destroyed during the Outpost Siege event.

  • Note: We are very open to feedback here regarding if the Oil Pots should require a player interacting with the station to produce them or if they should be produced automatically as we currently plan to.


The Attackers then need to pick up and carry these pots of oil to the outer gate of the Outpost.
  • Once enough oil pots have been piled up outside the gate (currently 20 pots), they will be ignited by fire, which will burn down the gate.


We are currently planning for allowing players carrying Oil Pots to drop them if they are shot or hit by the Defenders. We have the potential for several potentially interesting mechanics here, such as fire spells causing you to take increased damage when carrying an oil pot, or giving players the “Oiled” debuff if they’re forced to drop a pot etc. Things such as this naturally allow for the Defenders to interrupt the Attacker’s progress without fully committing to a fight outside the Outpost walls.

[h3]Stage 2 – Raising the Inner Gate[/h3]

Once the outer gate has been opened, the Attackers will then gain access to the area inside the outer gate as well as the first floor platform on the outside walls of the Outpost. The Defenders maintain access to the inner second floor wall platforms, however are able to drop down if they wish to fight the Attackers attempting to open the gates.

The Attackers must then open one or both of the two Inner Gates by operating a mechanism such as turning a wheel. While the defenders try to stop them.

  • Each gate has a wheel next to it, which when turned on will cause the gate to slowly rise, and when turned off will cause the gate to slowly lower. You do not need to stay next to the gate mechanism after interacting with it to turn it on or off, it will continue to raise or lower on its own unless toggled the other way by a member of the other team.
  • It currently takes 10 minutes for a gate to rise from 0% to 100% if uninterrupted.
  • If either gate is raised to 100%, the Attackers then gain access to the Inner Yard of the Outpost where the “King of the Hill” flag raising mechanic is played.


[h3]Stage 3 – Raising your Guild Flag[/h3]

  • A flag in the middle of the inner yard raises and lowers based on who from the attacking and defending guild is standing within its area.
  • If only the Attackers are standing in the flag area then the attackers will gain points.
  • If only the Defenders are standing in the flag area then the defenders will gain points.
  • If the flag reaches 100% for the Attackers, they win the Outpost Siege event and are the new owners of the Region.
  • If the Defenders manage to stop the attackers from raising their flag to 100% before the Outpost Siege event timer ends, the Defenders win and remain as the owners of the Region.
  • If one member of both the Attackers and Defenders are present in the flag’s area, the flag will not move. Either group must push out or kill the remaining members of the opposite side in order for the flag to tick up in their favor.
  • The flag will change to show the Heraldry design of guild with positive points, so as the attackers stand around the flag the following will happen:
    • Initially the flag will show the Defender’s Heraldry on it
    • The Attackers occupy the flag area and the flag will slowly lower to the bottom of the flagpole.
    • After the flag reaches the bottom of the flagpole, the flag will change visibly to the Attacker’s Heraldry, and begin to slowly rise to the top.
  • If uncontested, the flag will take 15 minutes to raise from 0% to 100%.
    • Meaning 7.5 minutes to lower it to the bottom, then 7.5 minutes to raise it back up with your guild’s flag on it.

Overtime Mechanic:
  • If the Outpost Siege event timer ends but the flag is still being contested by the attackers, it will enter an overtime state where the attackers can continue to gain points, however the moment they step out of the area they will lose and the event will end.


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[h2]After an Outpost Siege[/h2]
  • After an Outpost Siege event has ended, that Region can not be contested again by anyone for 2 hours. This number will very likely need to be adjusted based on playtesting and feedback during the PTR.
  • The initiation and outcome of every Outpost Siege event will be broadcasted via a new chat channel, for example:
    • “HedgeKnights has contested StoneMen’s claim on the Meduli Badlands!”
    • “The battle for Meduli Badlands has ended, StoneMen were victorious in their defence!”
    • “The battle for Bullhead Gulch has ended, Gorehammers now rule over the land!”


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[h2]What about Keeps?[/h2]

With the new systems, we can think of Keeps as larger versions of Outposts.

Each Keep has its own named and fixed Region it is located inside, which will offer specialized Keep oriented benefits, such as for example increasing the amount of taxes collected from Player Houses and Strongholds in any Regions you own, in addition to stronger versions of other Region buffs in order to make owning a Keep Region quite appealing.

We are still experimenting with many different ideas to make Keeps even more appealing, such as increased benefits from owning Regions that are connected to your Keep Region, however this is also an area that we are very open to feedback and suggestions about!

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[h2]Changes to Existing Sieging Mechanics[/h2]

We have seen some questions amongst the community about this Territory Control Overhaul in regard to any additional changes we are making to not just capturing and owning Territory and what benefits that gives you, but to the existing sieging mechanics.

We were not able to reveal what changes we are making here in last night’s stream as we are still looking into what we will be able to do alongside the rest of the larger changes and additions, however we are indeed looking at every aspect of sieging and declaring wars and plan to make adjustments and changes wherever we can to improve the overall experience.

We do have a list of things we plan to do already at the moment, however we don’t want to mention the specifics of them just yet in the event we might not have time for them in the end.

With that said however, we acknowledge that the current implementation of sieging has various problems. Such as siege windows with the potential for “false sieges” where a siege is declared but no attackers show up, with no option for the defenders to end the siege early via some kind of win condition, siege windows applying global vulnerability to all guild structures so we don’t know where on the map a siege will happen until it starts, war declarations requiring a guild to have no murderers in it which causes problems with Wilderness based guilds not showing up to Alert Towers, using cheaper TC structures like Culinariums and Alert Towers as blockers, issues with keep Supply Lines and Supply Storehouses being rebuilt during an active siege after being destroyed, the 24 hour vulnerability window on newly placed structures making it difficult to compete against a much larger force, and so on.

All of these things and much more are being evaluated and we plan to make adjustments where we can, and if certain aspects of the changes we want to make don’t fit inside the schedule for the Reckoning Expansion, we plan to follow up on them hopefully shortly afterward.

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[h2]We Want Your Feedback![/h2]

If you have any thoughts, feedback or suggestions about the new Region based Territory Control systems, please provide it using the link below to our feedback questionnaire!

https://forms.gle/JjqmCBqrz1rurFJWA

There will be a few specific questions in there regarding planned mechanics, along with space for you to provide longform feedback.

Note

Please keep in mind that as development progresses, any details described above may change or be adjusted where necessary.

See you in Nave,

The Star Vault Team




Into the Vault #146 | Reckoning Expansion – Invasions

Invasions Info Stream


Yesterday we revealed more details surrounding the Invasions feature during a livestream on the official MortalOnline2 Twitch channel.

https://www.youtube.com/watch?v=M4_urkWxeKs

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The Tagmaton Threat


As many of you who have read the lore article “A New Dawn” on our website may know, the most defining event which occurred between Mortal Online 1 and Mortal Online 2 is known as “The Tagmaton Irruption”, when nearly all life on Myrland was quenched by their unimaginable number.

Although these new rumored stirrings are nothing compared to the horrors of The Irruption, the Tagmatons appear to be increasing in activity once again.

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

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Every invasion begins with a single creature, the Drone. These Drones will spawn in semi-random locations on Myrland, and immediately begin scouting for a suitable location to call forth the invasion force.

Once they have found one, they will attract a variant of Tagmaton known as a Disgorger to the chosen site.

The Disgorger is large and worm-like, although still an insectoid in that it has three body segments and six vestigial legs. Its entire purpose in life is to function as a kind of transport tube for other variants of Tagmatons to travel through, it does this by moving through the ground and surfacing at a destination location chosen by scouting Tagmaton Drones.

The other Tagmatons located in their nests underground then enter it from the rear end and move through the inside of it in a fluid,both by crawling as well as being pushed along by contracting muscles similar to a mammal digestive system’s intestines. They are then expelled through the mouth of this creature, and begin transforming the environment around the Disgorger.

The first to spew forth onto the surface are the winged Scramblers, who immediately take to the skies and begin surveying the area. Then come the evasive Borers, who opposite to the Scramblers will climb out of the Disgorger and begin digging into the surrounding ground, forming tunnels and loosening the soil in preparation for terraforming.

Bursters, with their bulbous fluid filled abdomens follow closely behind, depositing enzymes and spores which play a critical role in the biological characteristics of these Tagmatons.

As the Tagmatons solidify their presence and foothold on the new area, over time the Disgorger will expel larger and stronger Tagmatons to aid in its defence, such as the scyth-limbed Slayers, agile Lancers, enormous Bulwarks and fearsome Harbingers.

Once the location has been deemed ready, a Broodmother will ascend, and after some time, gather a large number of her followers and begin marching across the land to attack the nearest town.


In order to quell the invasion, you must locate and destroy all Disgorgers and Drones.

Beware however, as Disgorgers grow stronger the longer they are alive, and so the oldest Disgorgers will likely be surrounded by many of the strongest variants of Tagmatons.

The specific mechanics for eliminating a Disgorger will not be as simple as hitting it, however we will reveal these at a later time.

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New Loot Items


To go along with the spectacle of the invasions themselves, we will also be introducing a new crafting material known as Huskweave, which will only be obtainable from killing and harvesting these Tagmatons.

There will also be many interesting items one might be able to gather from dead Tagmatons, from new house decorations to strange organic glands that may have intriguing but useful effects when consumed.

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Brood Egg Hatching


As shown in our reveal stream, one of the new mechanics coming with the Invasions feature is the ability to find and hatch Tagmaton Brood Eggs.

These eggs will be obtained largely from Tagmaton Broodmothers, and each one will hatch into a Tagmaton Wriggler.

If you manage to keep this Wriggler alive and fed for long enough, it will undergo metamorphosis, turning into one of many new and interesting pets.


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The Hivebreakers


The Hivebreakers are an association of people who carry the weight and heritage of survivors of the Tagmaton Irruption, and have dedicated their lives to the hunting, slaying and culling of Tagmatons wherever they can find them.

This group can be found in small encampments outside some towns, dressed in, ornamented and decorated by pieces of exoskeleton and carapace from the Tagmatons they have slain.

These are the people who have learned how to harvest and craft with Huskweave, and where you can obtain knowledge of it from, for a price.

Their self-appointed title evokes a sense of purposeful and driven pursuing of Tagmatons to eradicate them as quickly and brutally as possible.

They are focused on vengeance for what the Tagmatons have done to the population of Myrland and the relatives of those within the group. Their goal is to kill, humiliate and insult the Tagmatons however they can, while vigorously opposing any attempt from the Tagmatons to expand into Myrland once again, lest history repeat itself.

In exchange for the currency earned for completing the tasks and challenges offered by them, they will sell various items to you, such as wall mounted body parts of slain Tagmatons, as well as the crafting skill lore book for Huskweave, and for the worthy few, a striking garment which identifies a proven and honored member of their rank, the “Hivebreaker Cloak”.



Note

Please keep in mind that as development progresses, any details described above may change or be adjusted where necessary.


See you in Nave,

The Star Vault Team

Patch Notes 2.1.6.39

[h3]Chat Window[/h3]
  • You can now resize the chat window from any edge instead of using the corner button.
  • Chat tabs will automatically scroll to the bottom when selected, but only if you were already at the bottom previously.
  • You can now choose when tabs alert you: "Never", "On Mention", or "Always".
  • When exiting mouse mode, the chat window will automatically hide itself except the chat text.
  • All chat input fields are now visible at all times, not just in the active chat window. Inactive input fields appear dimmed, making it easier to identify which chat window is currently active.
  • Fixed text parsing issue where a chat string with many @-symbols could infinitely hang the game.
  • Fixed an issue where mouse mode would automatically disable when clicking outside the chat input field (if the chat was focused with Enter without mouse mode). The mouse now remains active until manually exited with Z key or until the text message is sent.
  • Fixed an issue where chat messages would disappear when moving tabs to new windows or undocking them.
  • Fixed an issue with @mention not triggering a notification if the mentioned player had not typed any chat message before receiving it.


[h3]Bugs[/h3]
  • Reporting a player using the chat now creates a GM ticket
  • Fixed tooltip on the chat input
  • Fixed a rare crash
  • Added a possible fix for the NPC textures not loading in correctly.