Is SV trying to win themselves a Guinness World Record for the longest patch notes ever in under 2 weeks? How they even manage to do this, is beyond me.
Source: https://mortalonline2.com/forums/threads/beta-patch-notes-0-1-0-87.2073/
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CPU Optimization
Crash Fixes
World - Changes and Fixes
Updated Fall Damage Calculations
Characters and AI - Changes
Characters and AI - Fixes
VOIP - Changes
UI - Changes
UI - Fixes
Source: https://mortalonline2.com/forums/threads/beta-patch-notes-0-1-0-87.2073/
(1/2)
CPU Optimization
- The GPU vs CPU balance have been greatly improved. Players should now see improved performance across the board if their hardware were previously CPU bound.
- Optimized character flooring calculations.
- Optimized ground alignment performance (used for creatures to align with slopes and other detections).
- AI pathing performance improved.
- Character movement performance improved.
- Weather and day/night system performance improved.
- Some computations in the core game systems are now spread out over multiple frames.
Crash Fixes
- Fixed a rare crash when updating the aim crosshair position with a bow.
- Fixed a crash when changing the throttle speed when mounted (this would happen when the game could not detect the player as actually being dismounted).
- Pets UI panel could sometimes cause a crash when querying information from the game.
- Possible fix for the random crash that happened when character fur was updated on the render thread.
World - Changes and Fixes
- Added Haven Mentor and Anatomy Tutor.
- Added Priest to Fab Tower in Haven.
- Added training dummies to Fabernum and Haven.
- Added an extra priest in Haven.
- Wells added to Haven, Meduli and Kranesh (no, the Meduli fountain is not ready yet).
- Added more variations of bandits and populated more bandit camps.
- Made the door entrance to the bank in Haven and Fabernum wider.
- Updated missing coin texture and material (props placed on tables).
- Various unlisted updates and polish to existing locations in the world.
- Made it possible to swim in the pond outside Tindrem.
- Turned off volumetric scattering on a lot of lights that were causing unpleasant artifacts.
- Fixed hard edges in sand on the landscape in Meduli.
- Some vendor props cleanup in Fabernum and Haven.
Updated Fall Damage Calculations
- Fall damage calculations have been completely remade.
- Fall damage now scales by health points rather than a percentage of total health. This means that players with the same attributes and skills, but with more health, can survive greater falls.
- Fall damage is reduced for the player when mounted (mount absorbs player impact).
- Player total weight (armor+inventory+body) now affects fall damage scaling. A lighter character can survive greater heights given the same health and skills.
- Skills are applied to fall damage scaling just like before but have been slightly altered by how the new system behaves.
- Mounts have a steeper fall damage curve than players and will vary based on mount type.
- Mount fall damage is now affected by player weight. Mounts will also be affected by the weight of its bags once mount bags are implemented in the future.
Characters and AI - Changes
- AI movement has been rewritten and is overall more stable and performant.
- Character flooring has been rewritten. It is used to put characters on the ground while moving or spawning. Some vendors and guards might have their feet inside the floor though due to a level streaming issue that we are still working on.
- AI pathing is now better aligned with the ground on the client.
- Creature ground alignment stabilized. Moving over objects or bumps on the ground should no longer cause sudden large realignments for creatures. Creatures should also not align strongly to nearby walls and trees. This is still elementary and we will add more animations and fluff to make it look good in the future.
- Several spawners will now leash again and some AI has stronger leashes than others (guards vs creatures, bandits, etc).
- Polished some creature animations.
- Tamed AI should now be looked at by guards as if they looked at the owner.
- Bandits now drop heads when killed.
- Magic charge effects modified to visually last longer while mounted.
- Some visual adjustments to Risar weapons.
- Stabilized player ragdolls. They should not shake and stutter as much now.
- Horse sounds updated.
Characters and AI - Fixes
- AI should now recover from failed pathing more easily.
- AI should now drop lootbags closer to where it was killed.
- Player would have the wrong body animation while mounted in first person. This would cause the arms not to be rested in the lap and instead end up outside the screen.
- Fixed issue with server sending out wrong timings in AI pathing (this caused AI to sometimes move at the wrong pace or out of order). This seems to have fixed the issue where the AI unintentionally runs up to the target to attack, runs away and back to the target again.
- Fixed issue where AI would start to shake its turning animation left/right at very low speeds.
- Fixed rare scenario where AI would get stuck at edges of the navmesh or in the air and still think it had a path to follow (not the same issue as with the pets and mounts getting stuck at invisible walls a few patches back).
VOIP - Changes
- You can use /mute to mute your target.
- You can use /unmute to unmute your target.
UI - Changes
- You can now switch between a darker and brighter mouse cursor (change in Settings > UI).
- You can now select between three mouse cursor sizes (change in Settings > UI).
- You can now select if the cursor should re-center on screen when activating mouse mode (enabled by default, see Settings > UI).
- The Reset UI setting should now save the correct positions.
- Chat log and size now get reset when clicking the 'Reset Ingame UI' button.
UI - Fixes
- Skills in the skill tree should no longer show inaccurate second attribute bonuses.
- You can no longer swap items into the Haven banks on Myrland by using the drop-replace bug.
- You can no longer split stacks when dead.
- Players were able to get max stats in the character creation by changing the gender over and over.
- The game should now display the correct message when an AI hits you with an arrow.
- Certain crafting windows stopped receiving input after they were dragged.
- Keybind settings names were sometimes not getting updated properly.
- Clade gifts should now get saved and loaded in the action bars.
- Fixed issue where some skills would not be affected by the 100 times up.
- Players can no longer talk in guild chat unless they are in guild.
- Carry weight tooltip message, saying how much you can carry before being able to move, is no longer inaccurate.
- Carry weight text was not taking into account Oghmir clade gift for carry weight.
- Items, skills, petskills and spells should now load properly in the UI after relogging.
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