Beta Patch Notes 0.1.7.9 Discussion

finegamingconnoisseur

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Source: https://mortalonline2.com/forums/threads/beta-patch-notes-0-1-7-9.3026/post-35972

This patch has a lot of fixes but most importantly bears can now wear bags.

Added
  • Added support for voices when AI communicates.
  • Added a couple of voice lines to the tindremic guards.
  • Added support for crafting bear equipment.
  • Added creature taming HUD messages.
  • The haven combat tutorial is now twice as long and contains tutorials for archery and hunting.
  • The haven crafting tutorial is now twice as long and contains mining, extraction and shield crafting.
  • Added a lot more titles and steam achievements.
  • Added support for changing your titles in the title menu.
  • Added fanfare when you gain a clade level.
  • Added fanfare when you unlock a title.
  • Added argus sponge gathering.
  • Added Greater Natours.
  • Added new creature Campodon.
  • Added new creature Shore Prower.

Changes
  • Revamped the look of the Thursar clade gift shield.
  • TakeHit effect on all creatures
  • AI that gets damaged, and can communicate, will now communicate with their group
  • Pets that deal damage to AI will now add their owner to the aggro list
  • AI that use bandages now use their level to calculate how much HP they get
  • AI that leave mercy mode will now regain 10% of their health
  • Lootbags now update their name and color much quicker
  • Chat now has a empty space between the channel name and the text
  • Mount movement/throttle/break speeds is now impacted by the mount type
  • Max HP calc changed slightly, stout characters should have pretty much same hp as before
  • You now see 3 decimals for cooking/alchemy related ingredients
  • Fixed typo on Springbok in cooking.
  • All waters should now give correct water step sounds for both players and mounts.
  • Updated horse step sounds.
  • Updated clade level up sound.
  • Lowered durability on the starter sword.
  • Slightly lowered steel base weight
  • Change fanfare sound when you get titles and clade gift levels
  • Increased animation range for most animations. Attacks, blocks, and other sequences, should now be visible further away.
  • Pets now have 2 equipment slots one for bags one for armors.
  • You can now right click pet equipment in your inventory to change your pets current equipment without first removing the old equipment.
  • Separated pet bags and armors into 2 different items (old pet equipment will be lost or “fallbacked” as in they will show up as neon colored).
  • Human clade gift 'Erudite' now gives +20 skill levels in the Ecumenical magic school instead of +10 to all magic schools
  • Alvarin clade gifts were rearranged, alvarins will need to reallocate their gifts.
  • Alvarin bow strength cladegifts now act as if you had +10 str.
  • Oghmir cladegifts were rearranged, oghmirs will need to reallocate their gifts.
  • Oghmir cladegift 'ironmaster' refining bonus yield was reduced to +3% from 10%.
  • Thursar cladegifts were rearranged, thursars will need to reallocate their clade gifts.
  • Thursar cladegift 'Tenacious' now grants +10 points to endurance, active regeneration, subsisting and passive regeneration.
  • Thursar clade gift 'Styganthrope' now doubles the effect of passive regeneration.
  • Updated some cladegift descriptions & buff descriptions.
  • Updated tattoo system.
  • Armor weight stamina penalty is now impacted per kg of armor weight.
  • Armor weight stamina penalty per Armor kg set to 0.5%.
  • Jump height is now impacted per kg of armor weight.
  • Jump height penalty per Armor kg set to 0.6%.
  • Damage bonus is now called Melee damage bonus to avoid confusion.
  • Crafting sliders now get rounded to the nearest integer.
  • You can now exit combat mode while holding block, like while holding an attack charged.
  • Weapon names are now 'blade' with 'handle' instead of the reverse.
  • Crafted equipment now show their primary material in the name e.g 'Cuprum Mercenary Plate Torso'.
  • Made several changes in Haven for the new tutorial steps.
  • Some AI that leash (returning to spawn after moving too far away) will now reset their health.
  • Shield Crafting tables now only give the basic shield crafting skill when opened instead of 3 skills.
  • Having just the shield crafting skill now lets you create a small round shield with a flat boss frame.
  • Increase the lowest amount you can get from gathering,woodcutting and mining with 0 skills.
  • You can no longer tame animals when mounted.
  • All tutorial vendors now have custom armors.
  • Female Tindremene vendors now speak.
  • Only pets 10 meters or closer to you will now log out with you. Pets too far away will stay in the world after you leave.
  • Improved locomotion directional blends for player movement. Directions should now have better transitions, such as switching between strafing and nonstrafing directions.
  • Improve player movement updates. Player positioning, seeing other players move around, should now be tighter and more responsive.
  • Player movement prediction is now dynamically scaled based on velocity. This should reduce overshoot/rubberbanding when players move slowly and change directions suddenly.
  • Improved a few calculations in relation to character updates which could save a few CPU cycles. Might not be enough to be enough to be noticable for the end user.
  • Players are now forced into a walking animation when moving too slow, even if they are jogging or sprinting. This should remove the exaggerated slow mo run appearance while being over encumbered (having too much weight in the inventory).
  • Cougar, updates to combat animations.
  • Taurdog, updates to reaction animations.
  • Updated blocking skill description.
  • Adjusted taming messages a bit, you can now see the taming level requirements.
  • The split stack window no longer closes due to distance, less annoying safety implementation.
  • The campfire outside Haven graveyard should now cast shadows.
  • Adjusted paperdoll scene to have warmer colors.
  • Adjusted world lighting to improve scene contrast and color across most regions.
  • Adjusted distance fog to not affect the sky color as much (it caused the sky to have desaturated colors).
  • Adjusted ambient occlusion radius so that it does not cause ugly blotches on character faces when in shadow.
  • Adjusted camera exposure settings during the night to reduce blinding lights from for example magic effects.
  • Removed all titles from the title menu that could not be completed.
  • Banked items in Haven are now sent to the bank of the city that you spawn at in Myrland after leaving the tutorial island.
  • Removed all Haven banks from Myrland.
  • Updated the cougar animations (mercy mode, reactions, attacks, etc).
  • Various CPU optimizations related to characters.
  • Disabled light animation on an environment prop that was barely visible and only cost unnecessary CPU cycles.
  • Removed an unnecessary extra light source in an environment prop.
  • Disabled tick for training dummies to save some CPU cycles.
  • Reduced CPU cost of crosshair targeting (when seeing names on objects).
  • Reduced CPU cost of the weather a bit.
  • Unified the ID’s on Town Bankers, Brokers, Stables and Mail NPC’s (this can cause some pre patch stables and mail to end up in other cities).
  • Increased damage on Lance heads.
  • Increased durability on Lances.
  • Moved Fabernum Trade Broker and Mail to the opposite side of the bank.
  • Reducing the crafting sliders now have a bit less impact on mitigation.
  • Unified the ID's on Town Bankers, Brokers, Stables and Mail NPC's. (This can cause some pre patch stables and mail to end up in other cities)
 

finegamingconnoisseur

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Fixes
  • Fixed a performance bug where mounts for other players would get a costly feature enabled that was only intended for the local player. This fix should only improve CPU performance when there are many mounted players around.
  • Fixed a couple of issues with the fleeing behavior of herds.
  • Fixed issue where AI could not be damaged or give damage to other AI when tamed.
  • Fixed issue with equipment hits on AI not removing most of the damage.
  • The Subsisting skill now correctly levels up, reduces the time spent in mercy mode and increases the amount of HP you get when you leave.
  • Fixed issue with stolen equipment not showing as stolen in loot bags.
  • You can no longer loot stolen items with the "enable criminal actions" option off.
  • Fixed chat channel "game" showing up as "game!".
  • Fixed issue with pets that had armor/bags equipped while being abandoned which would massively decrease damage received.
  • Fixed a couple of potential crashes.
  • Removed combat mode re-entering upon dismounting.
  • Dismounting while riding is now less clunky.
  • Polished crafting UI & tooltips.
  • Fixed broker bug where receiving payment opened a COD payment prompt when it should not.
  • Fixed broker bug where the 'New items' message did not get updated after claiming the items.
  • Fixed Mail items not showing the correct quantity.
  • Fixed invisible item bug when drag-dropping items from a bank to paper doll.
  • Fixed bug where a new HUD message sometimes turned invisible because of another HUD message ending.
  • Removed spacing from some localization messages and added them manually (because people don't see em over at localizor causing weird names).
  • Casting a ecumenical spell with self cast and releasing with normal cast should now not be selfcasted.
  • Horse Mercy Mode animation no longer breaks parts of the skeleton.
  • Fixed an issue causing bow release sounds to not be played by other players.
  • Fixed wonky physics on one of the male sheevra hairstyles.
  • Fixed annoying hitch when strafing left right left right.
  • Got rid of movement hitching when jumping. Might still happen when players bunnyhop excessively on the spot.
  • Player movement should now look better when doing small sudden movements, like when "stepping" a few inches at a time. Characters would previously do quite odd/jerky leg movements when stepping around like this.
  • Player movement should now be smoother when moving from standstill or when stopping suddenly (there is still a hitch on other players when they stop after sprinting and will be fixed in a later patch).
  • Players should now login facing the same direction as when they logged out. This got broken a while back when we improved the movement updates and players ended up always logging in facing east.
  • Players should now see other players load in facing the correct direction. This got broken for the same reason as the patch note above and only affected other players standing still when appearing on the screen. Players moving around were never affected by this, which is why this issue has barely been noticed.
  • Fixed issue with thirst UI showing the wrong values.
  • Thirst should now update correctly without having to drink a potion first.
  • Spawners now take back control over their AI when a server node dies. This will stop duping of AI if this happens.
  • Possible fix for that one last server crash we had during the stress test.
  • Various minor fixes in the world.
  • Small fixes to metal resource materials.
  • Fixed issue with clade gift UI shields not updating.
  • Fixed gathering on some trees that had split materials.
  • Rewrite of equipment changes to hopefully fix crashes that happen when spam switching equipment.
  • Fixed issue with unarmed shield not making a shield sound when hitting an opponent (only worked when hitting the environment).
  • Wolves should no longer be silent when they aggro a player.
  • Fixed issue with some pickable spawners existing as an invisible, blocking and targetable "MyrlandPickableSpawner".
  • Fixed Mount stamina regeneration when not mounted.
  • Fixed Thursar buff 'Battlecry' not working with bows.
  • Fixed issue with swift riding & controlled riding getting increased by the wrong clade gift.
  • Fixed broken pickable Bor spawners.
  • Walking in water should now give the correct water footstep sound.

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.
 

Najwalaylah

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I have always believed in the right to arm bears.
Added support for crafting bear equipment.
No bare bears!
...Okay, I'll stop.
E9W-jKTVcAEHMP5


E9W-loeUYGU4Bx4
 

finegamingconnoisseur

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Something I noticed today during my travels, I happened upon a springbok just milling about in the middle of nowhere. I walked past it, and to my surprise it started following me for quite some ways which made me wonder if this was some sort of new AI behaviour or if it was under dev or mod control.

It would run right up to me and do zig zags back and forth, and at times even get in my way or push me along from behind. I remember thinking to myself that this is new, I've never seen anything like this in a video game as far as I can recall.

Maybe someone from SV can chime in and share some insights on this?
 
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Najwalaylah

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Perhaps it wanted you to follow it?
I've never seen anything like this in a video game as far as I can recall.

Maybe someone from SV can chime in and share some insights on this?
I hope this is just placeholder behaviour-- kind of improved, but not permanent.

@Amadman covered some Strange, Suspicious Springbok Behaviour in a video:
Checking with the springboks in Haven, I found that they still are just aimlessly running around randomly.

But, I went ahead and made a video about it anyway.

... and now @finegamingconnoisseur has met one that seems to be trying to do a Lassie & tell him that someone is stuck down a well.:p
 

Amadman

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A padded room.
I actually went and stood around that same spot again.

Things may have changed a little.

They still seem to run around pretty erratically. This could possibly be because I am in the area. But that does not explain why they would run right next to me.

They do seem to idle a little more now though. I see that they sometimes just sit in one spot for awhile before returning to running around the area again.

It seems like they could have them work similar to the pigs. Except it is when people get close to them that they are set off fleeing. Where the pigs get set off when one gets attacked.

Of coarse attacking a springbok should still set them off as well.
 
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