Beta Patch Notes 0.1.0.33 Discussion

Blood Thorn

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Jan 1, 2021
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Downloading, but a question before entering, was there any other fauna added besides what was listed? Was hoping to see something besides Springbok's and humanoids. Just curious.
 

Necromantic

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Jun 9, 2020
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You didn't even post what to discuss, so here you go: :p

Added:
  • Added new gore system.
    - Slashing deaths can now remove limbs.
    - Piercing deaths now trigger specific death effects.
    - Blunt deaths now have more impact.
  • Added support for better death synchronization.
  • Added better AI support for herd-behavior.
  • Added Myrland Jungle.
  • Added Wisents.
  • Added new sounds for Kallards.
  • Added Jungle Camp.

Changes:
  • Tindremene constitution cap increased from 92 to 96.
  • Tindremene strength cap increased from 96 to 100.
  • Increased length of two-handed axe handles.
  • Replaced humanoid idle sequences / poses with new ones.
  • Creatures now properly rotate in place with movement instead of swiveling like a turret.
  • Creatures can now turn their head and look at players while staying stationary instead of rotating in place while doing so. (if they are interested in the player that is...)
  • Creatures now bank and and turn while running around in different directions.
  • Increased stats on Steel for armor crafting.
  • Players now turn their lower body while sprinting diagonally.
  • Character rotate-in-place is now better synced with the ground and does not cause the character body to stutter or the physics to misbehave.
  • Paperdoll camera has been updated to better match the height of the character. (both preview and fullscreen)
  • Characters and fauna now play idles at different timings so that they no longer pretend they are in a synchronized dance show.
  • Updated the small icons to the right of your attributes.
  • You can now move the chat window.
  • Chatsize and chat position now get saved.
  • Paperdoll now display stat caps.
  • Paperdoll attribute tool tips now display clade modifiers and weight modifiers.
  • Finished most of the clade buffs including all war cries.
  • Tweaked AI in fleeing mode a bit.
  • Changed all the attribute clade gifts.
  • Creating a guild now only takes gold if you successfully create the guild.
  • Clade gift attribute bonuses are no longer raw.

Fixes:
  • Unnecessary call in character tick removed that could save a few CPU cycles.
  • Hands no longer disappear in first person at grazing angles. (rare issue that only happened when just the tip of the fingers were visible)
  • Left weapon swings no longer plays unarmed or handle hit sounds.
  • Character body no longer stutters when turning around while stationary. (characters are also "planted" again in combat mode, but are missing rotate-in-place animations)
  • Character physics on body/cape/armor/hair no longer behaves oddly when turning around while stationary.
  • Blainn male hairstyle 2 are now properly attached to the head. (it had a slight detachment due to physics)
  • Creatures no longer get randomly stuck in a frozen walking pose during idle sequences.
  • Weight now affect max stats in char creation.
  • Added clade gifts to character creation screen which update based on selected clade.
  • Weight modifier for strength now affect body strength in char creation.
  • Attribute increase/decrease messages should now take into account clade gifts and weight modifiers.
  • Fixed calculation errors in character creation.
  • Fixed a couple of issues with vendors.
  • Fixed issue where clade gifts wouldn't always trigger unless you relogged.
  • Fixed issues with guild UI with lots of members.
  • Fixed issue with murder list not resetting the UI making the list very long.
  • Fixed issues with the clade gift experience meter.
  • Fixed issues with clade gifts not correctly showing as in cool-down when used.
  • Fixed street lights in Cave Camp.
  • Landscape fixes.
  • Optimization: One of the core game systems updated with possible performance improvements. (just a tiny bit) in crowded areas.
  • Optimization: Animation code refactored/improved for players and creatures. (could improve CPU performance slightly as a side-effect)
  • Crash fix: Playing equipment hit sounds no longer crash the game on odd occasions. (related to players being removed)
  • Crash fix: Music playback would sometimes crash the game. (crash report seems related to login/logout but is not definitive)
  • Crash fix: VOIP would sometimes crash on initialization after loading the world.
  • Crash fix: Rare issue in low level code fixed.




Known Issues:

  • Jungle is still work in progress and under optimization.
  • Jungle ambient sounds sometimes cuts out.
 

Xunila

Well-known member
May 28, 2020
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Germany
Downloading, but a question before entering, was there any other fauna added besides what was listed? Was hoping to see something besides Springbok's and humanoids. Just curious.

Wisents! While downloading I'm thinking about a reroll.
 

Necromantic

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Jun 9, 2020
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I hope they fixed the discrepancies between the character creation calculations and the actual in-game values as well as the amount of attribute points characters get.
 
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Necromantic

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Jun 9, 2020
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Health is correct now but other stuff is still off between creation and in-game.
Also Starting attribute points are still off. 2 points difference for 18 points or 36cm in size. You get way too many bonuses from size for that to be fair and that's coming from someone who usually goes pretty tall on characters.


Screenshot 2021-02-15 222202.pngScreenshot 2021-02-15 222208.png



Screenshot 2021-02-15 222213.pngScreenshot 2021-02-15 222218.png
 
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Evelyn

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Jan 6, 2021
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  • Nice to see more female NPCs and bandits.
  • Moon Sponge needs an icon, it appears as a ? that morphs into other objects.
  • Jungle looks beautiful and is definitely huge, looking forward to seeing it have more.
  • Nice to see the Alvarin swimming and fall damage clades fixed.
  • Wisents are adorable and I feel bad for killing them :(
  • Fleeing AI so far seems to get "confused" less often when running away and doing bizarre movements.
  • Can't tell if the Alvarin clade for monsters and fauna not seeing you until you are close works; Bandit group despawned when I got close to them.
  • Coastlines look much prettier now, but some in the far South-East cause frequent crashes.
  • Letting people create charas with 10 clade gift points was a great idea.
  • Plants reacting to wind looks really nice; Rarely plants will seem to go hurricane-mode when there is no apparent breeze.
  • We need more bank space
  • Alchemists need more bank space
  • The bank space is inexcusably small
 
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Xunila

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May 28, 2020
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  • We need more bank space
  • Alchemists need more bank space
  • The bank space is inexcusably small

Yes! Please increase bank space to 200 slots! Otherwise I can't play an alchemist without second and third account.
 

Necromantic

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Jun 9, 2020
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As I said in the other thread, all you need is bags or other sub-containers, not more bank space. Large chests made by blacksmiths/carpenters that can only be used in banks or houses and not in the inventory would be an interesting idea I think.
But considering there is the one character limit I guess they could increase the bank slots a bit.

So as a recap for character creation so far:
  • Most stats are still calculated differently in the character creation than in-game.
  • Blainn need some cap increased in comparison to Huergar. As it currently stands Huergar get one more attribute cap bonus.
  • Max attributes in-game or in the character creation need to take race/clade sizes into account else bigger characters will have massive advantages as size adds health, damage bonus and the buffer and bonuses you can get from weight tiers before changing as it's based on percentage of weight/size.
 
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Skydancer

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May 28, 2020
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Health is correct now but other stuff is still off between creation and in-game.
Also Starting attribute points are still off. 2 points difference for 18 points or 36cm in size. You get way too many bonuses from size for that to be fair and that's coming from someone who usually goes pretty tall on characters.


View attachment 973View attachment 974



View attachment 975View attachment 976

Please, please, PLEASE people learn how systems work before making comment.


Let me break this down:

AttributeCharacter 1Character 2
Str2525
Dex2625
Con115120
Psy2525
Int2525
Size (Height/2)106 (212cm/2)88 (176cm/2)
Total spent attributes322308
Attribute Pool452440
Remaining Attributes130132

Perfectly reconciles with your in-game character sheet.

Characters total attribute pools are all different depending on race/clade combination, and height is calculated from 0cm (0 size)

It's one of the main issues I have - the imbalance of power due to attribute pools (ohghmirs are f***ed and have the least potential of all races due to the absolute lowest pool)

This game does many things in a flawed way, but attribute calculations are not one of them.
 

Necromantic

Active member
Jun 9, 2020
349
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43
Please, please, PLEASE people learn how systems work before making comment.

Let me break this down:

AttributeCharacter 1Character 2
Str2525
Dex2625
Con115120
Psy2525
Int2525
Size (Height/2)106 (212cm/2)88 (176cm/2)
Total spent attributes322308
Attribute Pool452440
Remaining Attributes130132

Perfectly reconciles with your in-game character sheet.

Characters total attribute pools are all different depending on race/clade combination, and height is calculated from 0cm (0 size)

It's one of the main issues I have - the imbalance of power due to attribute pools (ohghmirs are f***ed and have the least potential of all races due to the absolute lowest pool)

This game does many things in a flawed way, but attribute calculations are not one of them.
They just need to adjust the attribute points depending on the size, which they said they would but so far haven't done. It was the case in MO1 already. They just also need to give more balanced power to all the attributes in general. In MO1 Str and Dex combined with size where basically the most powerful attributes because they had the most positive effects.

As a side note. Size based calculations are not calculated from 0 size, I just haven't found the base number that is the zero point for all of them yet. But it works for pointing the summation out for now.
 
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