Beta Patch Notes 0.1.5.9 Discussion

finegamingconnoisseur

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Source: https://mortalonline2.com/forums/threads/beta-patch-notes-0-1-5-9.2673/

New magic spells and pet equipment are finally added to Mortal Online 2.

Added
  • Added Spiritism spells: Mental healing, Resurrect, Mental projectile, Ether momentum, Transcendental awareness
  • Added spirit boxes to the Magic Vendor.
  • Added support for AI teleport attacks
  • Added pet equipment crafting, pet armor weight impacts the speed, turn radius and stamina drain.
  • You can now learn skills by simply using a workbench for the first time.
  • Added Stamina regeneration modifier to statistics.
  • Opening & dragging windows/containers will now place them on top of other windows
  • Right-Click overrides will now check for the most-relevant window(newly opened, newly dragged) where multiple Right-Click overrides were possible.
  • Added a right-click override to broker sell panel(right-click an item to replace 'sell-item' slot)
  • Added tooltips for skills & cladegifts to actionbars
  • Added new Armor weight stamina penalty scaling, it's linear now, and slightly decreased compared to previously
  • Added Mail system(still Work-In-Progress)
  • Horse idle variations.
  • Added new city Hyllspeia.
  • Added Postal Service NPC's to all Cities.

Changes
  • Improved tamed pet following behavior
  • Made a couple of UI animation changes
  • New players now start with the starting sword equipped
  • Several UI font changes has been done to improve readablity
  • Made some changes in Haven in preparation for the coming tutorials
  • Updated EAC and EOS
  • Pets now have one slot to add pet equipment to
  • Basic spellbooks now contain spiritism spells. (You need to get an updated book from the Magic Vendor)
  • Fixed AI with equipment and special attacks
  • You can no longer change pet equipment while mounted
  • New movement and idle animations for players in the etherworld. No more bouncy running.
  • Humanoid ragdolls are now more rigid and stable.
  • Opening some UI-windows, such as when interacting with vendors or crafting equipment, will now auto-open the inventory.
  • Players now have their proper appearance in the etherworld (no more transparent ghost figure).
  • All players, including the local player, are now fully respawned instead of being regenerated on the client when travelling between dead and living.
  • The player death and resurrect sequence when travelling between worlds is now better synchronized between clients.
  • Player position network updates have been changed to follow the same standards as the AI. You might spawn a bit in the air when logging in the first time this patch. This update might fix the issue with floating horses after dismount but will have to be tested further.
  • Armor equip and unequip sequences will no longer play on the paperdoll.
  • Added more forgiving weight class message when eating(it appears sooner than before, making it easier to avoid accidental weight class change).
  • Update physics-related plugin. This could improve stability with some of the character physics (hair, armor and pp).
  • Lowered Bone Tissue hardness.
  • Lowered Bone Tissue durability.
  • Lowered Emalj Sharpness.
  • Lowered Emalj hardness.
  • Lowered Emalj durability.
  • Lowered Ironbone hardness.
  • Lowered Ironbone durability.
  • The starter short sword is now lighter and faster to swing.
  • Resource distribution clean up. (Work in progress)
  • We have disabled cutting of limbs / decapitations due to a crash related to hiding body parts when a character is killed. We expect it to be re-enabled again by next patch.

Fixes
  • Fixed pet following speed calculation
  • Fixed 'All Pets' feeding issue
  • Fixed 'All Pets' panel showing the wrong levels for pets
  • Fixed 'bad quality' message while woodcutting
  • Fixed tooltips in cooking
  • Fixed 'Pet' took {2} damage msg
  • Fixed Mind blast spell info, it will no longer say it 'heals for 0'
  • Hole in horse head in low LOD fixed
  • Fixed an issue that caused spells effects to not dissipate/stop correctly when cancelled
  • Magic spells when interrupted/cancel should now use correct anim
  • Emotes should now work properly in the etherworld without messing with the player camera input.
  • Character spawn and despawn procedure refactored. This fixes some crashes that happened when players died or resurrected.
  • Fixed crash in weather manager when entering or leaving etherworld.
  • Fixed crash when touching a damage volume.
  • Fixed crash when the game is trying to determine if the player is allowed to log out.
  • Fixed crash when the game tried to use arrows when no bow was present.
  • Fixed crash when sending a bug with the bug report window.
  • Fixed issue with dead players being able to hear living players when they login or resurrect.
  • Fixed issue with hair and beard sticking through helmet on other players after resurrecting from the etherworld.
  • Fixed issue with harness being invisible on other players after resurrecting from the etherworld.
  • Hornpepper seeds and Gamun seeds can now be further extracted.
  • Fixed issue with pets eating too much food.
  • Landscape Fixes.

Known Issues
  • Some particles and sound effects from NPCs and creatures leaks 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.
 

Xunila

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May 28, 2020
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Pet Equipment Crafting and Horse Equipment Crafting are primary skills, all other skills are secondary: Light Armor, Medium Armor, Heavy Armor and Horse Bag Crafting.

I will read the Spritism skill book soon and try the well known magic school from MO1 in MO2.
 

Xunila

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May 28, 2020
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There is no hint yet in the new postal system that 1 silver coin is required to send a mail. And for new players there should be a hint about the local post system.
 

Evelyn

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Jan 6, 2021
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The patch so far seems really great though. Horse armor looks good and there's some neat layers to it with Controlled/Swift riding. Glad to see (some) of the horse bugs fixed. The remaining ones aren't the worst at least...

Spiritism is lit, having a lot of fun with it. Glad to see Mental Projectile is really a projectile. I haven't had time to fully explore the changes to resources and what might have been added yet. I heard a new dungeon was added up by Hyspell but I haven't seen it yet...it's probably empty anyway like dungeons usually are when first added.

New ghost models are ok I guess.

I hate the teleporting Lictors though...
 
Last edited:

Bicorps

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Jun 27, 2020
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-Horse armor is op, armor look good
-Mental projectile is op, the magic effect look good ( You cant see the projectile if some one is sniping you from far away)
-Ghost model is fine but why slowing us down the map is big enough stop punishing us. Not everyone play mounted and not everyone want walk 6hours just to do Meduli to GK.
-Q and E for magic is still bugged
-Guards teleporting make no sense at all, what about you fix your AI that get stuck every where, that go true walls/ground/roof like on MO1.

The response I get from Newb when I say horse armor is op? "Just go magic" ........... ok so when they release a new op feature ... lets just reroll and play something you don't like because they don't know how to balance anything... this is how you play the game now "Just play mage"....

Best thing to do here is Big Nerf Horse armor and slightly rebuff it to find the right balance(Cut defense in half)... I don't understand why you guys keep adding OverPower new feature... make it a bit more weak than you think its supposed to be and buff it slightly... instead of just... OVERPOWER RAWRRR...DeathKnight all over again.

To finish with some positive, The armors looks good, Spiritism look good, just need balance and small bug fix.
 

Rhias

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May 28, 2020
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-Horse armor is op, armor look good
-Mental projectile is op, the magic effect look good ( You cant see the projectile if some one is sniping you from far away)
-Ghost model is fine but why slowing us down the map is big enough stop punishing us. Not everyone play mounted and not everyone want walk 6hours just to do Meduli to GK.
-Q and E for magic is still bugged
-Guards teleporting make no sense at all, what about you fix your AI that get stuck every where, that go true walls/ground/roof like on MO1.

The response I get from Newb when I say horse armor is op? "Just go magic" ........... ok so when they release a new op feature ... lets just reroll and play something you don't like because they don't know how to balance anything... this is how you play the game now "Just play mage"....

Best thing to do here is Big Nerf Horse armor and slightly rebuff it to find the right balance(Cut defense in half)... I don't understand why you guys keep adding OverPower new feature... make it a bit more weak than you think its supposed to be and buff it slightly... instead of just... OVERPOWER RAWRRR...DeathKnight all over again.

To finish with some positive, The armors looks good, Spiritism look good, just need balance and small bug fix.

Actually the patch notes saied something about speed. stamina, etc. penalties. How big are they?
 

Teknique

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Jun 15, 2020
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Actually the patch notes saied something about speed. stamina, etc. penalties. How big are they?
Horse armor isn’t as strong as it is in mo1. Less protection and slower. Cron and ogh and tung may be more protection than mo1 but still way slower.

speed probably doesn’t matter much if you’re a footie as they’ll still be way faster than you
 
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Bicorps

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Jun 27, 2020
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Actually the patch notes saied something about speed. stamina, etc. penalties. How big are they?
Horse armor isn’t as strong as it is in mo1. Less protection and slower. Cron and ogh and tung may be more protection than mo1 but still way slower.

speed probably doesn’t matter much if you’re a footie as they’ll still be way faster than you

Teknique said it. Maybe im jumping on the overpower word too quick and starvault want add more dismount mechanic that are actually working.
( Not getting stuck inside your horse will getting dismount, need a knock down cooldown base on total weight)

I want get knock-down too as a foot.

But the patch in the actual state is not balance.
 

Rorry

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May 30, 2020
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Horse armor, like character armor, takes too much metal to make. They make mining harder and at the same time more necessary.