Beta Patch Notes 0.1.0.93 Discussion

Teknique

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Jun 15, 2020
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Added:

  • Added updated version of Meduli.
  • Added updated version of Fabernum.
  • Added Meduli fountain.
  • Added attack sounds to bears, wolfs and razorbacks.
  • Added visual representation to most of the resource materials in crafting.
  • Added more tooltips to character creation & paperdoll.
  • Added Pet Bags.
  • Added new equipment slot in pet menu for equiping bags.
  • Added Butchering and skinning animations.
  • Added more extraction devices to cities that only had grinders.
  • Added more Wolf/Bear/Razorback spawners to the world.
  • Added cooking tutor to Haven.
  • Added animations for warcries
  • Added mount and dismount sequence instead of teleporting on/off the horse.
  • Added crafting and butcher tables to Cave camp and Jungle camp.
  • Added defense flagging, anyone who gets attacked should now be able to safely hit their attacker without receiving a murder count.
  • Added a light grey color to defense flagged entities name when targeted.
  • Added player bags.


Changes:

  • You can now rotate your character during character select and character creation.
  • Updated localization with the latest community localization.
  • All characters now have 10 more kg of free weight.
  • AI can now show mercy and not kill you if you end up in mercy mode.
  • Pressing use now cancel all countdown timers.
  • Book tooltips now show you if they are too easy to read.
  • Book descriptions now explain if you can read the book and if you can't it explains what skill you are missing before you can read it.
  • You now need to move to gain riding skill while riding.
  • Falling off a mount now gains riding experience.
  • Improved sending animations when AI is fighting AI.
  • You can now only have one split-stack open at a time.
  • Several item actions now close your current split stack.
  • Increased the size for hit detection for magic spells.
  • Increased the damage Unarmed Technique gives. (from 5% to 10%)
  • Changed polearm animations to use spear animations. (Feedback would be nice)
  • Increased the height on Risars.
  • Removed the loyalty cost for using the Pet Follow command.
  • Increased the find floor distance for AI (used to move AI to the ground).
  • CPU optimization when many player characters are nearby.
  • Patrolling AI should now take better routes
  • Carrying too much should now give a debuff icon
  • Book Descriptions now show tell you if you have the required parents skills to learn the book's new skill
  • When targeting objects you will now see their status. Blue means it will be illegal for you to hit the target, grey means you are free to hit this target without turning criminal and white means you can not not hit this target.
  • It is now considered illegal to hit any other player that isn't flagged as a criminal (grey)
  • Better support for AI to randomize their attack patterns.
  • Added support for AI attacks that can only be blocked and not parried.
  • Players must now exit combat mode before mounting or dismounting.
  • You can no longer use items when in mercy mode.
  • You can no longer use skills when in mercy mode.
  • You can no longer use skills when mounted.
  • Committing suicide now clears the murder list.
  • Hitting AI equipment no longer bypasses Ai armor.
  • Msg popups telling you whats happened / why something didn't happen.
  • Reduced timer for accessing stabled pets to 0.5s from 1s.
  • Pets can now carry 600kg in bags.
  • The Intelligence attribute now has a linear effect on spell damage.
  • Stolen items now visually represented with a red border.
  • Decreased the quick charge attack damage.
  • Increased the amount of material needed for crafting on some materials that was extremely low. (Spongewood, silk etc)
  • Decreased the overall amount of material needed to craft weapon handles/poles.
  • AI targeting has been improved (how they move and look at opponents). Humanoids can now move and target an opponent at the same time by strafing. Creatures still need a bit of polish in combat.
  • The secret zombie gym and cafeteria has been removed. Zombies are now thin as was originally intended.
  • Zombie generation has been fixed. Female Zombies should now appear (does not have hair yet). More visual variations will be added in a future patch.
  • NavMesh optimization.


Fixes:

  • Clade gifts should now get greyed out when loading action bars if you are not playing the required race.
  • Clade gifts should now get disabled or enabled after a slight delay after updating clade gifts.
  • Damage numbers should now display more accurate.
  • Damage should now be modified by clade gifts when getting hit by melee, arrows, magic & heals.
  • Adamant clade gift gave double effect when it was activated.
  • Human group clade gift should now give more accurate numbers.
  • Oghmir passive damage reduction clade gift made oghmirs unable to counter hit after parrying when it was active.
  • Skills were getting too many 'free' levels from attributes when the skill had more than a single contributing attribute(they should give half each if there's two)
  • Fixed spelling error when consuming stuff.
  • You can no longer use items on your action bar if they're not in your inventory.
  • Trying to bank equipped items made them invisible, now it unequips them.
  • Armor carry weight in statistics now updated when the related skills update.
  • Fixed some crashes related to targeting.
  • Fixed warcries not correctly setting cooldowns if triggered by someone else first.
  • Hitting your own pet no longer flags you as criminal.
  • Rebuilt large parts of the flagging system hopefully cleaning up a lot of the strange cases we had.
  • Fixed issue with AI going into mercy mode not being killed by guards.
  • You should no longer receive "you obtained"messages when logging in.
  • Fixed AI not attacking you if you where standing high up on something.
  • Logging into water should now correctly put you into swimming.
  • Spells should now correctly instantly flag players when they are hit by them and should stop you from hurting players when on Haven.
  • Moving items directly from character sheet to bank no longer turn the item invisible.
  • You can now equip into paperdoll directly from bank instead of the item going invisible and strange.
  • Fixed an issue with vendors that should only buy specific things buying everything.
  • Fixed issue with tamed AI going into sleep mode.
  • Fixed several cases of mounts and pets vanishing while traveling.
  • Fixed issue where training could end up in a state where you had to relog to start training a new skill.
  • Logging in while training should now show the book correctly in the character sheet.
  • Fixed issue with guild friends not being calculated correct mainly affecting people with the human guild clade gift.
  • Fixed armor crafting tutor not giving all skills needed.
  • Fixed map issues around Gaul Kor.
  • AI should no longer do a speedy gonzales move / teleport after hiding the loading screen (after player logs in).
  • Creatures would sometimes spawn misaligned with the floor.
  • Mounts should no longer end up in the air after dismount. This happened because the mount continued to receive player position updates during the dismount event (the horse got moved to the player position when jumping off).
  • Crafting tooltips now moved forward to avoid them being under certain UI elements.
  • Fixed tooltip for murdercounts.
  • Logging out as a criminal will now log you in as a criminal.
  • Fixed issue where all your bank items would show up as "obtained" the first time you opened a bank.
  • Fixed issue when moving from Haven to Myrland that caused your home priest on Myrland to be Fabernum by default.
  • Spells are now only able to be 'self cast' (not alt) through the designated hotkey.
  • You can now target other players with spells on action bars where alt modifiers(e.g. alt+1) were bound.
  • Fixed swinging doors in Khurite cities.
  • Fixed a lot of world loot containers that didn't spawn correctly.
  • Fixed a lot of landscape issues.
  • Fixed an issue where players would stutter when turning and looking straight up or down on a mount.
  • Shooting an arrow would cause the player to walk funky during the reload sequence.
  • Fixed bad leash on Zombies in Haven graveyard.
  • Fixed spell descriptions in the spellbook that looked really bad.
  • Fixed issue with blocking AI now correctly calculating posthit defence. (You should now be able to correctly Parry Ai)
  • Feed pets 'feed' text was blocking the drag slot, making items dragged there show a 'Destroy' message.
  • Inventory items that were recently interacted with will now get updated again after a short time, this should fix most of the 'invisible items' issues.
  • You can no longer feed pets using rightclick override if you have any bags opened..to avoid accidental feeding.
  • Skill tree was not showing the skills' second attribute if it was at 0.
  • Level streaming would sometimes cause NPCs to load before the level was ready, making them fail to find the floor in some locations. This caused some NPCs to be sunken into the floor.
  • AI would never clear their target after it was killed.
  • Domestic pigs had a broken LOD causing their mouth to be open at a slight distance.
  • Hopefully fixed the issue with some players being attached to the mount with an offset, such as sitting sideways (rare issue that is hard to reproduce).
 

Teknique

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Jun 15, 2020
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Known Issues:

  • AI pathing is still being updated. Odd issues like slomo walking during patrol, fast sprints or slight desyncs are still present.
  • AI being killed further away does not play the ragdoll sequence.
  • AI movement can get some hitching while moving or stopping while patrolling.
  • AI unstuck behavior is rough. If they get stuck in an object, or get a weird path, they will walk on the spot for a while and suddenly sprint to their new location. We will smooth this out.
  • You can draw your melee weapon while mounted even though mounted combat is not implemented yet. You can’t attack though.
  • You can get stuck inside other creatures/NPCs. Just try to move/jump away if it happens or use the "Im Stuck" feature in the escape menu.
  • Dismounting a horse while swimming will cause it to get stuck in the water. Just ride it back to shore and it should be fine.
  • Pets/Creatures/AI do not support swimming when moving independently. They will not be able to move in the water at all or walk on the lake/ocean floor.
  • Multiple crashes related to DirectX12 and drivers. Please update to the latest drivers if you experience this or switch to DirectX11. Start the game inside the Steam Library to select DirectX11 or DirectX12.
  • Mounts can in rare occasions get stuck in corners/objects. If you can't move away from the stuck position, dismount and move away. The mount should unstuck when it tries to follow you if you use the follow pet command.
  • Mounts will continue to run while falling through the air. AI will get a proper falling animation state soon.
  • Player blocking animations are not visible at 10 meters / 30 feet away.
  • Killing a humanoid can sometimes cause equipment or hair to bug out during the ragdoll sequence.
  • The criminal/flagging system is still work in progress, please report any issues.
  • High FPS can cause input movement issues (locked movement direction, getting stuck, etc). Limit your FPS to 120 or less in video settings.
  • Stamina does not get affected by its reserve pool.
 
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Xunila

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May 28, 2020
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Lol, just reading in Discord that StarVault forgot about Mohki and removed the city!

[18:49] Henrik:
death star blasted it
 
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Kelzyr

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Sep 22, 2020
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From what I have heard (have yet to test it myself) the magic damage/healing at 50int now needs to be 100-110int.

50int basically got a massive nerf, and dex mages a slight/moderate nerf.

Apparently fat mages got a 15% power increase too.

Again this is mostly from what I have read, I am hoping to see proper testing soon (or do it myself when I have time)
 

cerqo

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Mar 17, 2021
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Cause you know LMAO, fatmages really needed a buff right?
 

Aesorn

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Sep 15, 2020
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""Spells are now only able to be 'self cast' (not alt) through the designated hotkey.""

How is this a fix, literally worked like this all of MO1 being able to Alt + key to cast on self... Can't even self cast on myself now without some stupid self cast key, totally useless change and not even gonna play till it's reverted. You can do this in every mmorpg including MO1 wtf was the problem.
 

Teknique

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Jun 15, 2020
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50 int 12-13 lesser heal
76 int 15-21
thats pretty unbelievable..Nobody wanted that for the int scaling they just wanted 50-110 buffed. Nothing else buffed or nerfed

""Spells are now only able to be 'self cast' (not alt) through the designated hotkey.""

How is this a fix, literally worked like this all of MO1 being able to Alt + key to cast on self... Can't even self cast on myself now without some stupid self cast key, totally useless change and not even gonna play till it's reverted. You can do this in every mmorpg including MO1 wtf was the problem.
You couldn't target enemies with Alt+2 with offensive spells without self casting instead
 

Aesorn

Active member
Sep 15, 2020
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You couldn't target enemies with Alt+2 with offensive spells without self casting instead

Then they need to make it like every other mmorpg where self-cast button is a hold + key and changeable or make it a option then.