Beta Patch Notes 0.1.10.5 Discussion

Amadman

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May 28, 2020
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A padded room.
New skills, new bosses and a lot of bug fixes.

Added

  • Added checks for aggressive (attacking) AI to make sure it’s not stuck. Stuck AI will leash back to its spawner.
  • Added new localization from the community.
  • Spiritist Traders added to all cities.
  • Added Scribing.
  • Added Veterinary skill.
  • A new boss has been added to the Tindrem sewers.
  • Added clothos spider dungeon connected to Minotaur Dungeon. (No Boss)


Changes

  • New Effects for showing that Spirits and their Orbs are getting damaged.
  • Removed the need to hard charge an attack to be able to weak spot. Weak Spot chance is now scaled with power up to a maximum of 100% of the calculated weak spot chance (faster attacks have a lower weak spot chance).
  • Basic spell books no longer contain all spells.
  • Tweaks to weather vfxs.
  • Books with parent skill requirements now require the parent skill to be at an effective level 'x' in order to be read, instead of needing to be trained to 'x'.
  • Added auto scroll for the broker after searching for items.
  • Blue priests no longer resurrect criminals, murderers, and now also players with less than 0 in their nation’s standing.
  • Using a bandage while targeting your pet and being close to it will now start to bandage it instead of yourself.
  • Added and renamed some pet broker categories.
  • Banish no longer automatically resurrects the banished player.
  • Free armor weight before mana penalty changed from 2kg to 4kg.
  • Transcendental awareness now works for Ghosts to allow them to see the living world.
  • Max concentration skill now gives a total of 60% chance to avoid spells getting interrupted.
  • Slightly increased damage on spurt, outburst and lightning spells.
  • Increased the range of Mental Projectile.
  • Decreased sell price on Coralis Crab Meat.
  • Increased damage on lances.
  • When over encumbered the carry weight/armor weight text will now turn red.
  • Ether Momentum duration increased from 30 seconds to 60 seconds.


Fixes

  • Skills set to level down should now work correctly.
  • Fixed guild member offline color not being gray as intended.
  • Being put in mercy mode by AI did not send a message about damage caused.
  • Blocking AI hits now reduces damage taken by 50%.
  • Updated a number of skill descriptions.
  • Fixed an issue with pet points not updating correctly when you tamed a new pet and also being late to update when pets died or were stabled.
  • Fixed an issue that made it so that you could equip several weapons and armors by adding them to your action bar, then pressing all the action bar buttons at once.
  • Fixed an issue that stopped you from woodcutting or mining just after you started the process.
  • Characters should now re-align with the slope of the ground when rotating. They previously only aligned when moving. This issue caused mounts to behave oddly when rotating on the spot in a slope.
  • Fixed an issue where pets could get large amounts of levels or pet point costs.
  • Fixed an issue that occurred when moving an item around in pet bags while the pet was almost over encumbered, which would make the item disappear.
  • Fixed a bug causing items to sometimes go invisible in banks & bags after handling them.
  • Fixed spirits sometimes spawning with more Orbs than intended.
  • All items that can be used and split should now show the “shift + ctrl to split” in their icon info.
  • Fixed Guards standing inside the ground outside Tindrem.
  • Fixed an issue with stamina modifiers of one handed weapons not being calculated correctly. One handed weapons will now use less stamina.
  • Fixed an issue where spirit boxes could not be targeted in the etherworld.
  • Fixed some scenarios where AI would clip into and path through the ground. Could be seen with roaming animals along small hills.


Known Issues

  • Some particles and sound effects from NPCs and creatures leak into the etherworld. For example the troll will be very noticable. We are working on piping all the effects through the same path to be able to filter them effectively.
  • Basic spell book currently does not contain spurt.
 
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Amadman

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A padded room.
  • Books with parent skill requirements now require the parent skill to be at an effective level 'x' in order to be read, instead of needing to be trained to 'x'.

If means what I think it does then I am very grateful to see this small change.

It was always confusing to new players in MO1 when there skill UI appeared to show they had enough skill to read a book or something and they could not do it because it was based on the train skill instead.
 
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Tzone

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May 16, 2021
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The 50% block against AI helps a lot. Its good.

I dont like weakspots, they are RNG and RNG is not a good mechanic for competitive games. It was mostly useless before and might still be.

The armor penalty for mana regen will help make hybrids and paladins viable again. When they add mage armor they really should consider nerfing mana regen slightly and then having mage armor give mana regen %.

Onehanded stam fix is good.

Added one of the most canserous parts of the game back in. Ghost scouting. The excuse of only spiritist can do it wont fly. Cancer is cancer. Ghost scouting should not be in the game period. Making people have to have spiritist just to not have people doing one of the most cancerous things in the game to them is dumb.
Please revert this.

Now for the bad part.
Henrik does not play the game, its clear to see from his interaction on stream where he doesnt know basic things about the current game like armor weight for mana is >2kg and not 4. Only upon being informed by people who do play the game did the armor weight get changed to 4kg.

So here is the issue
  • Max concentration skill now gives a total of 60% chance to avoid spells getting interrupted.
  • Slightly increased damage on spurt, outburst and lightning spells.
Mages are objectively OP. Im playing one because its is OP. Im tired of putting effort in to the game when a low skill floor playstyle is so much more effective.

Most people playing this game I swear are playing on a track pad with how bad they are. Any person will a little bit of FPS skill find mages plenty viable and even OP.

You hit for 3 times as much meele player does while being unblockable, with hit scan. Also ignore armor. Never needed armor on a mage since you should not be getting hit in the first place.

Mages have been a issue since they were in the game and they buffed them. They will buff them again too. The devs dont play the game and it really shows. Glad Im a mage now, I will just keep getting more and more busted.
 

bbihah

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Jul 10, 2020
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The RNG behaviour of weakspots always sort of irked me. Be better if it was a mechanic that was tied to the weapon and a hit location but always tied to the piercing damage. Easier to balance, both how much damage is pass through and it balances out weapons who rely on piercing or has it as an addition but its so weak that its not used currently.

Examples could be;
Maximum charged and timed stab with;
Dagger? Head and leg.
1h Sword? Arms and torso.
2h Sword? Arms.
Spear? Torso.
Halberds? Legs.
1h Mace? Arms and legs.
2h Mace? Arms.
Polesword? Legs.

These are just generic examples btw, there are weapons that would break out of these norms, like the swords that have good piercing but nothing else. They would have different weakspot locations and passthrough obviously.

The dagger would also have the advantage of eventually us getting the backstab ability back(maybe pretty please?) which would apply weakspot if hitting the torso from behind.

Fully deployed spear stance would be a weak spot hit. But only against a mounted player (or mount), but heck why not have it apply to on foot as well You are impaling yourself on a stationary target after all...
 
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MolagAmur

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Those spells needed to be buffed. Lightning was always useless, and outburst used to be a good long range harass or finisher spell. Damage increase on spurt is odd but whatever.


Whether or not you think magic damage is too high overall...doesn't change those spells needed to be brought up a bit.
 
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Teknique

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Those spells needed to be buffed. Lightning was always useless, and outburst used to be a good long range harass or finisher spell. Damage increase on spurt is odd but whatever.


Whether or not you think magic damage is too high overall...doesn't change those spells needed to be brought up a bit.
Wasn’t outburst doing 30 dmg on fatter mages?
 

Xunila

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Nice idea: The Ether Portal Scroll is sold for a Troll Head.

But where are the skill books for Scribing and Multiverse Lore? At least I don't find them in Bakti. Maybe in Tindrem? I'm not sure but I think in MO1 the books had been sold in Tindrem only.
 
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finegamingconnoisseur

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Not really, but a little bit. In MO1 the spiritist could see a glow for each player but no names or any other information.
I see. Not sure if I'll like this if I was a TC guild about to go to battle with an enemy guild. They could send one of theirs as a ghost past the palisades and find out troop numbers and where they're positioned.

It's something that should only be done by the living, in my opinion.
 

bbihah

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Nice idea: The Ether Portal Scroll is sold for a Troll Head.

But where are the skill books for Scribing and Multiverse Lore? At least I don't find them in Bakti. Maybe in Tindrem? I'm not sure but I think in MO1 the books had been sold in Tindrem only.
In MO1 the demonolog sold the books in MK.
 
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barcode

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Jun 2, 2020
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spy cam is a spy cam. doesnt matter if you can banish them once you find them, certainly they know you're in the dungeon at that point. maybe you can harass their spy cam enough thru gureilla banishes that they logoff for a time, but there's simply no preventing them from knowing you're there if they want to spy.

-barcode
 
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Tzone

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Those spells needed to be buffed. Lightning was always useless, and outburst used to be a good long range harass or finisher spell. Damage increase on spurt is odd but whatever.


Whether or not you think magic damage is too high overall...doesn't change those spells needed to be brought up a bit.
I used outburst all the time, it was so usefull to kill people fleeing. Lighting was what you used when you needed to channel while getting hit, turn your back and you could get it casted while being hit vs Tlash which was longer cast.

Mages are the issue not just fat mages.