Patch Notes 1.0.5.4 Discussion

What do you think of this patch?


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finegamingconnoisseur

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May 29, 2020
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Source: https://store.steampowered.com/news/app/1170950/view/3364773404472640983

Added
  • Added Tower shields.
  • Added a batch of new point of interest locations to the world.
  • Added the ability to toggle criminal actions with a hotkey. (Default key bind is N) A new icon will appear on screen while criminal actions are active.
  • Added a new Advanced Management skill book. This should alleviate the issue with not being able to level up the Management passed 70 if your Negotiation skill is leveled up too high.
  • Added a new bounty hunter achievement.
  • Added many new profession specific titles.
  • Added experimental UI scaling option. If you encounter any issues with elements going off screen you may use the UI reset button to fix it.
  • Added a new vendor outside of the Descensus dungeon.

Changes
  • The extra stamina cost of blocking with a shield has been removed.
  • Shields now mitigate more damage when blocking attacks that can not be parried from strong AI.
  • Shield weight now contributes to equipped armor weight.
  • Updated the icons of existing titles.
  • Adjusted the requirements for unlocking various achievements on Steam.
  • Updated the upkeep display on houses. It now shows remaining days, hours, and minutes instead of just minutes.
  • The Mental Leash debuff will no longer get removed if you take damage.
  • Updated the damage types that the Ultumeki hits with.
  • Player owned house passwords are now obfuscated by default. There is now a new visibility toggle that will allow you to view the entered password.
  • Adjusted character body shapes across the board. Bodies should now represent their status (skinny, stout etc) in a more accurate manner. This change also fixed some bad shapes on armors that happened when you had a character that was both strong and overweight.
  • The Necromantic Rituals skill now affects the stats of summoned ritual creatures.
  • The core of the UI has been refactored. Notable changes include improved UI Zorder (how elements are sorted on top of each other), improved loading sequences and fade transitions. A slight performance increase might be expected due to less overdraw from onscreen effects.
  • Reduced the interactable region of the horizontal compass to reduce the risk of dragging it by mistake.
  • Lowered the strength requirement for all Poleswords (only affects weapons crafted post patch).
  • Balanced the effect bonuses of currencies and artifacts when raising Ritual Pets.
  • Adjusted the stats of the Tupilak, it was previously too strong and has now been weakened.
  • The concentration skill now provides a 60% resistance to interruptions while maxed out. (Up from the previous 50%) Note that all characters have a base value of 10% as well.
  • Reduced the casting time of spells while mounted from 2x to 1.5x.
  • The Styganthrope clade gift has been changed. It was previously as follows:
    You regain 3.33 health every 10 seconds, and the effect of passive regeneration is doubled. But you gain 35% less health when being healed.
    This has been changed to:
    You regain 1 health every 3 seconds, and the effect of passive regeneration is doubled. But you gain 20% less health when being healed.

Fixes
  • Tentative fix for the “ghost player” issue where a clone of a player would appear in the wrong location.
  • Fixed exploit which lets you pull fish out of the ocean instantly.
  • Fixed exploit which lets you level up pets instantly at the stables.
  • Fixed exploit that allowed you to bypass the coin on delivery cost of a letter containing an item.
  • Fixed exploit that allowed you to transport items safely through the world by keeping the coin on delivery window open.
  • Fixed exploit that allowed you to transport items safely with a mount.
  • Fixed exploit where you could transport items safely while in spirit form.
  • Fixed exploit that allowed you to run at combat speed with your weapon sheathed after right clicking a deed in your inventory.
  • Fixed exploit that allowed you to run at combat speed after right clicking a campfire in your inventory.
  • Fixed exploit that allowed you to enter the Necromancy dungeon through the oneway exits.
  • Fixed music getting muted when reaching the character screen.
  • Fixed sometimes getting stuck in mouse mode after closing a message box.
  • Fixed an issue where stabling a pet would sometimes result in a ‘ghost’ duplicate pet appearing.
  • Fixed a rare crash that could occur while interacting with objects such as crafting tables.
  • Fixed magic reflect showing multiple buffs after crossing a nodeline.
  • Fixed the Coraxi Birdkeepers not paying you after you sold them items.
  • Fixed issue where you could sometimes move too early during the loading screen sequence. You can now move first when the loading screen starts to fade out.
  • Fixed being able to sell ritual pets at the broker.
  • Fixed safe spot that could be exploited in the Gaul’Kor Spider Queen’s lair.
  • Fixed having to turn on criminal actions in order to loot the loot bags of guild mates.
  • Fixed various sound effects that got stuck looping.
  • Fixed being able to kill the Veredari postmen.
  • Fixed 60+ issues with the environment and terrain.
  • Fixed issue where decorations would load several seconds later than the house or keep they belonged to. This would sometimes cause players to login to empty houses for a brief moment.
  • Game settings are no longer loaded a second time after logging in.
  • Fixed issue with the game settings being broken at low resolutions or unusual aspect ratios.
  • Fixed issue with logging out to main menu not being a proper level transition, causing the game to freeze until it was loaded. This would also cause the intro movie to freeze.
  • Fixed issue where pressing log out in the character selection screen would reload the main menu.
  • Fixed player owned houses sometimes costing zero upkeep.
  • Fixed Ahk bond not functioning as intended. It should now properly reduce the damage received by the caster and pass it on to the bonded target.
  • Fixed pets not giving clade experience to their owners after a kill.
  • Fixed Risar glaive having the same slashing and piercing stats as a Heavy glaive.
  • Fixed miscellaneous spelling mistakes.
  • Fixed pet menus sometimes breaking until you stable your pets.

Known Issues
These issues were detected just as we were ready to deploy the patch. We would have to rerun our whole testing process to include them and we don’t want to delay the patch another week. We are sorry for the inconvenience.
  • The game settings for DLSS and FPS limit gets reset each time you login to the game world. DLSS is turned off and FPS locked to 60 FPS. You need to manually change them back after you enter the game. This happens because we need to lock the FPS in the main menu and that change accidentally persists after entering the game.
  • EAC can sometimes be a bit slow to initialize causing you to fail to login. Please wait a couple of seconds before pressing the login button if this happens.
  • Deleting your character and trying to login afterwards can cause you to fail connecting to the server. Restart the game if this happens.
  • Playing the game for a long time can cause it to get various lowlevel engine crashes in DX12 mode. It keeps happening even when you start a new session of the game. We recommend restarting your PC if this happens as it will fix the issue. We are investigating why this is happening with DX12.

We recommend installing the latest drivers and not overclocking PC components if you are experiencing frequent crashes. We are still seeing players having recurrent driver related crashes due to overclocking and can’t do anything about crashes caused by the driver shutting down or causing a GPU timeout in the operating system.
 

Emdash

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Sep 22, 2021
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  • Fixed exploit which lets you pull fish out of the ocean instantly.
  • Fixed exploit which lets you level up pets instantly at the stables.
  • Fixed exploit that allowed you to bypass the coin on delivery cost of a letter containing an item.
  • Fixed exploit that allowed you to transport items safely through the world by keeping the coin on delivery window open.
  • Fixed exploit that allowed you to transport items safely with a mount.
  • Fixed exploit where you could transport items safely while in spirit form.
  • Fixed exploit that allowed you to run at combat speed with your weapon sheathed after right clicking a deed in your inventory.
  • Fixed exploit that allowed you to run at combat speed after right clicking a campfire in your inventory.
  • Fixed exploit that allowed you to enter the Necromancy dungeon through the oneway exits.


^^

( searches emoji stash ) 💊

Dr mario!
 
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Gladiator

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Apr 26, 2022
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We will finally not be seeing everyone and their mothers with max level pets stomping everyone else with literal zero effort maxing them.
Big nerf to mages, with the pets and the shields. This is a really great thing.
Best patch done by SV by far. Well... assuming it works :D
 

Emdash

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Sep 22, 2021
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We will finally not be seeing everyone and their mothers with max level pets stomping everyone else with literal zero effort maxing them.
Big nerf to mages, with the pets and the shields. This is a really great thing.
Best patch done by SV by far. Well... assuming it works :D


fat magi tho. I can't believe that people did all these exploits. I'm glad I didn't know lawl. But yea I'm interested in the PoIs, but I was also interested in Dynamic spawns... which wasn't at all what I wanted.
 

Albanjo Dravae

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Dec 20, 2021
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Shield weight to armor weight, interesting way to force mages not to use shields :p

You see the amount of careless design right here? From stamina drain to armor weight, thats being clueless, what can i say. Whos in charge of accepting these changes as "acceptable features"?


  • Fixed exploit which lets you pull fish out of the ocean instantly.
  • Fixed exploit which lets you level up pets instantly at the stables.
  • Fixed exploit that allowed you to bypass the coin on delivery cost of a letter containing an item.
  • Fixed exploit that allowed you to transport items safely through the world by keeping the coin on delivery window open.
  • Fixed exploit that allowed you to transport items safely with a mount.
  • Fixed exploit where you could transport items safely while in spirit form.


thanks for fixing mortal 1 bugs, i guess



What can i say, average patch. Some good quality of life changes and a few fixes that sound like a good starting ground, some stupid things like making shields weight based, thats just idiotic to say the least. Remains to be seen how much of this patch is actually true and how much is placeholder. If i had to guess i'd say 60% of the patch is real, which is better than before, thats for sure.

I would check if the changes are true, but today theres conan exiles sorcery patch, and those guys probably know how to add magery" into a game.


I do have to say i've noticed some of these changes come from the forums, which leads me to think Robmo is actually checking the forums and not just pretending. Yet these minor changes are no guarantee the mayor and most elemental problematics are being addressed.
 
Last edited:

Tzone

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May 16, 2021
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We will finally not be seeing everyone and their mothers with max level pets stomping everyone else with literal zero effort maxing them.
Big nerf to mages, with the pets and the shields. This is a really great thing.
Best patch done by SV by far. Well... assuming it works :D
Foot mages were fine and in a great place. The shields added a extra level of game play to be skilled at.

MM where already too strong missing mo1 counters like dismount and reflect now allows them to be protected from corrupts while being able to heal.

MM literally two shots players and horses. If the enemy group has two then one player can get insta popped right off the back.

They needed a nerf or to but in the mounted balance like dismounts instead of buffing something that is uncounterable.
 

Balvrikk

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Jun 30, 2020
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FISHING TITLES BABY! I know there was a thread that talked about shield weight being added into armor weight but now that it is. Mages or anyone now might not run shields at all because even a shitty shield ways something like 1.5kg and when y ok u can only where like 6-7kg that's a lot cutting into your natural defences. I did think shields used to much stam but that could have been fixed with weight brackets using different amounts of stam. Even a light shield would stam me out in a duel compared to a 4.7kg axe. I do like the PVE blocking change with shields though. I don't pvp much so I can't say about MM buffs but I thought they were already pretty good. Maybe should have reduced cast time but also reduced dmg while mounted
 
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Albanjo Dravae

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Dec 20, 2021
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FISHING TITLES BABY! I know there was a thread that talked about shield weight being added into armor weight but now that it is. Mages or anyone now might not run shields at all because even a shitty shield ways something like 1.5kg and when y ok u can only where like 6-7kg that's a lot cutting into your natural defences. I did think shields used to much stam but that could have been fixed with weight brackets using different amounts of stam. Even a light shield would stam me out in a duel compared to a 4.7kg axe. I do like the PVE blocking change with shields though. I don't pvp much so I can't say about MM buffs but I thought they were already pretty good. Maybe should have reduced cast time but also reduced dmg while mounted
Aslong as weight doesn't serve damage mitigation making shields consume armor weight is idiotic. A really bad tradeoff for a mage, making mages opt for between 1-2kg of actual armor for a shield. In my eyes its a nasty ass nerf.

What is people going to say that this is a good change and crafting "low weight meta shields" makes the gameplay better for everyone?

If you ask me, this is another clueless change. Idk whos the dumbass that suggest these ideas and even worse implementation, terrible content careless placeholder content.
 

Xunila

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May 28, 2020
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New locations, we will see. New titles, nice. Many fixes for exploits, great.
Advanced Management had been missing in MO1 for many years, now finally we get it.
No word about a fixed "pet got killed" while logging out sitting on the pet. Probably not fixed. I will go on to stable the pet before logging out.

And a server shutdown because of guild problems a few hours after the batch. What should I say?
 
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Great to see so many bugs are fixed, but sad to see that they have added new ones while also making some poor balance decisions when it comes to mages.
 
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finegamingconnoisseur

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The way equipping shields work right now, all the player needs to do is probably invest in 10-20 points in Armour Training and they will be fine depending on the weight of the shield.

My character has 30 in Armour Training and he could equip around 7kg in armour weight. Granted, he does get about 40% reduction in mana regen but it's negligible as a hybrid.

Overall, I don't think this change is going to discourage anyone from using shields. Quite the contrary in my opinion, everyone will be using one now.

I kept making the point that strength should be an additional requirement on top of armour weight to determine whether or not a character can equip a shield without movement speed and stamina regen penalties.

This way, you don't have every thief, mage, tamer, crafter, fisherman, etc equipping a tower shield. Because now they can, and they most likely will.
 
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Gnidex

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Feb 2, 2022
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Anyone found anything of worth in the poi? I only found crap you already find in urns like silver.
 
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Dracu

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Thats a lot of exploits, towershields dont look fun though. Still not good enough to start playing again.
 

Najwalaylah

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37.76655478735988, -122.48572468757628
What exactly is a "point of interest location " in this game?
This is my favourite based on appearance:

POI1-1024x569.jpg


or maybe this one:

POI6-1024x603.jpg


The next few patches will add over 90 new Points of Interest to Myrland, which includes some Necromancy themed ones. There will be a mixed variety of sizes and loot available, The goal is to help tackle some feedback we have received and make the world feel more alive.

We have thousands of creatures dotted across the land, but we wanted to fill some of these open spaces to make it more worthy to explore. This is also an effort to allow more solo or small group gameplay, as we want to make sure that newer players, or players who just want to play by themselves always have something to do.

They have some chests, apparently, though no-one's said the contents before this have been more than what a barrel might have had in MO1. YMMV, currently.