Patch Notes 1.0.9.11 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/3406437346966026446

Added
  • Several new point of interest locations have been added to the world.
  • Added kegs, which can be used to store a large amount of potion units.
  • Added the ability to combine certain items such as potions and kegs. The Combine skill is available in the action skills window.
  • Hotbars have now been expanded. Four hotbars are visible as usual, but now each hotbar has 8 layers that you can switch between. The buttons to switch layers appear when you hover over a hotbar.
  • Added the ability to switch hotbars from a vertical configuration to a horizontal one. The button to do this appears when you hover over a hotbar.
  • Players with unstable connections to the server will now be kicked from the server.
  • You no longer get hardstuck inside other characters when mounted. It could for example happen when undead spawned on your position.

Changes
  • The Autumn Hunt event has now come to an end.
  • Updated the pet category names on the broker.
  • Improvements have been made to the way AI moves in groups. AI characters should no longer get pushed into walls by other AI as they navigate tight spaces, for example when going through doorways. This does not improve the Risar dungeon issues however as that is a different problem.
  • You can no longer cook if you have recently taken PVP damage.
  • Smoothing has been added to mounted archery wobble to smooth out harsh bounces from the mount. This smoothing is stronger based on mounted archery and controlled aiming skills.
  • Breathing instability in mounted archery reduced to be more similar to while on foot.
  • War combatant debuff now lasts for 4 minutes.
  • Character creation Decoration UI has been reworked to be more intuitive.
  • Reduced the range of stabling pets.
  • Pets now get a flat 20% movement speed bonus while following their owner. This bonus is disabled if the pet receives damage or the pet is ordered to attack a target.
  • If a pet gets stuck and is unable to reach its owner when following, it will now teleport to the owner. This only works if the pet is already on follow command or called to follow when within reach for the follow command. This function will not trigger if the pet recently took damage or was ordered to attack.
  • The game will now warn you if your pets are too far away when you are about to log out.
  • Minor QoL improvement while trading. Double clicking an item while trading will no longer make you use the item.
  • Players should now load in from further away.
  • Guild affiliation should now always show on other players regardless of your distance to them.
  • Player armor and equipment now loads at a much further distance.
  • Combat animations now visible for players and AI at a much greater distance.
  • Ahk bond now has a maximum duration of 15 minutes.
  • The control undead spell now lasts for 15 minutes.

Fixes
  • A few issues have been fixed in the new time synchronization system released in the previous patch. It sometimes caused desynced AI movement or attacks for some players.
  • Fixed the trade window not showing the correct icons, stats, and info for items that were being traded.
  • Fixed the loot bag window not showing the correct item information.
  • Fixed loot windows from containers in the world not showing the correct item information.
  • Fixed mail not always showing the correct item information.
  • Fixed house chests not always showing the correct item information.
  • Fixed an animation issue that could cause the heads of mounts to stutter while turning while trotting.
  • Fixed issues that would result in boss room doors not closing properly.
  • Fixed not being able to sell some creatures on the broker.
  • Fixed an issue where the “Maintain Vertical FOV” setting would not save properly unless it was toggled while in game.
  • Mounts no longer return to the position where you mounted them when you get thrown off. This was due to an outdated AI movement update. This sometimes caused players not to see their own mount nearby while other players would.
  • Fixed bug where you could abandon a pet you did not own anymore.
  • Fixed controlled undeads not contributing towards clade XP gain.
  • You now take fall damage when landing on other characters. Players could previously use another player, pet or AI to avoid fall damage, which is no longer the case. We do not apply damage to the character that you land on, but might be an interesting idea for the future.
  • Fixed not being able to pick up the skull chest house decoration.
  • You can no longer “surf” on other characters by jumping and gliding on them, this was easy to do on horses. It was a temporary effect while we improved support for not getting stuck in other characters.
  • Fixed an issue where high ping could cause issues with magic casting.
  • Several environment world art fixes.
  • Fixed issue where AI would sometimes stop too early on the client when being stopped on the server, causing them to be desynced from their actual position. This could sometimes happen with AI stopping in combat causing them to appear as if they were attacking from afar.
  • Fixed an issue where corrupt would tick too fast when cast on turtles and risen turtles.

Known Issues
  • Risars still end up in the wrong locations in the Risar dungeons, for example behind walls.
 
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Hodo

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Mar 7, 2022
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Giving it an average rating... only due to the random server crashes, and stable issues (which have been "fixed").

But other than the pet follow and render range not much in the way of gameplay. So it kind of counters each other. Not bad.. not great.
 

Bigbadwolff

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Mar 29, 2021
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Voted average because Henrik said pet it will follow you in water and 20% speed buff and we got only the buff.
 

Turbizzler

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May 28, 2020
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It's a good patch for what it is. Though with combining, it would of been nice to see more than just Keg and potion combining. Would be nice to have basic enhancements like from MO1 for weapons & armor, or even just dyeing to add some spice.

The increased render distances for names, animations and equipment is really nice to finally happen.

The connection limiter is a bit iffy for me, being from Oceania I'm getting flashbacks to release, where I was getting yeeted despite a stable 260 - 270 ping with minimal spikes & fluctuation. Hopefully it's not as sensitive and actually functional this time around. I know there's people out there doing the old lag switching, so the positive is it'll negate that aspect a lot.
 

Anabolic Man

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Sep 7, 2020
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The anti Lagswitch mechanic is interesting.
Players who stack up too many packages because of their bad wireless lan internet connection, or who lag switch will be kicked on the log in screen with a massage fix your internet. For that i voted great , even if it might have to be adjusted a bit for players from far away that have a high ping but a stable internet connection ! The ammount of packets stacking up maybe need to be finetuned. That might cause some frustration in the beginning for some players, but the mechanic itself is great.

Symbol „Von der Community überprüft“
 
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Jatix

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Sep 30, 2020
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Voted average because while theres some fixes, its still no important changes or meaningful new content.
 

Bigbadwolff

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Mar 29, 2021
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Voted average because Henrik said pet it will follow you in water and 20% speed buff and we got only the buff.
still average,
Did some testing, pets "cross water" like this: after you cross water when you get to the other side pets just teleport near you
-yesterday jumped from MK bridge into the river and my bear landed on my head and right after teleported to the nearest river shore.

Its a ok change, not great because if you wana cross water while players are chasing you when you get to the other side your pet might be dead.
 

2Op4Scrubs

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Sep 11, 2021
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Voted average because Henrik said pet it will follow you in water and 20% speed buff and we got only the buff.
Hrnrik said a turtle will keep up with 3 trot no problem. But they ended up only doing 20% bc it made their walking animations look dumb/broken.

So we got scammed.
Also 20% of terror bird speed is not the same for a turtle, crab, and elephant.
 

Turbizzler

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May 28, 2020
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A nice average patch, the viewing distance is very very good. I must say that I sorely miss soph stat for cooking..and more complex cooking.
Soph is very much needed. I have a feeling though, it'll implement around the time of TC. If judging things from MO1, Soph played a role in some TC buildings. But then again, it is SV and MO2 content/system prioritization has been all over the show. I also miss my high end 23 hunger per unit horse food recipe. Raw dile is large poo.
 
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Albanjo Dravae

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Dec 20, 2021
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Wont lie some changes seem underwhelming for the nature of the problematics.

I havent checked nor downloaded the patch so im not aware of the actual state of the game after fixes.

It's good bar's UI got somewhat improved, we will see.
Unstable connection kicks was a must but remains to be seen whats considered unstable

Render distance sounds good improvement.

The actual cherry of the cake Is kegs and combine, finally i can stop quoting Henríque saying the game already had those features.

This Is one step closer to a better crafting environment, a very small step but necessary.

Now we need a complete crafting rework, specially to the garbo "cooking". Now I'd like to see a good beast mastery rework before they add any other use to pets.

And by beast mastery i do not refer to a skill, i mean the complete pet mechanics and their uses, the whole thing reeks placeholder.
 

bbihah

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Jul 10, 2020
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Hrnrik said a turtle will keep up with 3 trot no problem. But they ended up only doing 20% bc it made their walking animations look dumb/broken.

So we got scammed.
Also 20% of terror bird speed is not the same for a turtle, crab, and elephant.
They should have gone with a standardized speed per pet rather than a blanket percentage. That way they could have tailored it to look reasonable AND be practical at the same time.
Certain pets barely need a speed buff when following at all, while others obviously need quite a big buff to even be viable to bring any further than from stable to the butchery table.
 
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Albanjo Dravae

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They should have gone with a standardized speed per pet rather than a blanket percentage. That way they could have tailored it to look reasonable AND be practical at the same time.
Certain pets barely need a speed buff when following at all, while others obviously need quite a big buff to even be viable to bring any further than from stable to the butchery table.
Hard to ask for a lil bit of criteria. Mortal development is more like "it is what it is"
 

Albanjo Dravae

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Dec 20, 2021
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Soph is very much needed. I have a feeling though, it'll implement around the time of TC. If judging things from MO1, Soph played a role in some TC buildings. But then again, it is SV and MO2 content/system prioritization has been all over the show. I also miss my high end 23 hunger per unit horse food recipe. Raw dile is large poo.

The concept" of sophistication food was interesting, but not the actual crafting. It was a placeholder system, it allways was and it worked poorly and was incredibly unrewarding. People rather farm soph to appear in a ranking, that says everything.

Now, cooking needs more than just sophistication. First of all cooking needs to have a purpose or multiple ones, besides greybar and growth-weight. Then once the purposes are defined cooking needs an actual system, that would at least be as complex as alchemy (even tho alchemy is not that complex either).
From a diversity of easy-cheap foods to gourmand recipes that could grant a diversity of stats.

We don't need sophistication like it was in MO1, we surely dont.

I mean, SV added stupid ass non-drop trinckets when they could have done a complete cooking-food system to replace the need of alternative minmax builds.

Theres no roof of what the crafting skills could do for the game. But no, they rather add more placeholder garbo instead of designing proper systems, a pity really.

Mortal ends up being like a themepark made of paper mache.
 
Last edited:

Turbizzler

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May 28, 2020
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The concept" of sophistication food was interesting, but not the actual crafting. It was a placeholder system, it allways was and it worked poorly and was incredibly unrewarding. People rather farm soph to appear in a ranking, that says everything.

Now, cooking needs more than just sophistication. First of all cooking needs to have a purpose or multiple ones, besides greybar and growth-weight. Then once the purposes are defined cooking needs an actual system, that would at least be as complex as alchemy (even tho alchemy is not that complex either).
From a diversity of easy-cheap foods to gourmand recipes that could grant a diversity of stats.

We don't need sophistication like it was in MO1, we surely dont.

I mean, SV added stupid ass non-drop trinckets when they could have done a complete cooking-food system to replace the need of alternative minmax builds.

Theres no roof of what the crafting skills could do for the game. But no, they rather add more placeholder garbo instead of designing proper systems, a pity really.

Mortal ends up being like a themepark made of paper mache.
While Soph was half arsed, it added some unique titles and had minor functionality with TC, so it had some use. Gave a little incentive to grind for those who cared, especially for the titles. There were a surprising amount of people that bought high soph food and soph drinks too.

I would rather see more complexity added to cooking, before soph is added though. MO1 cooking wasn't the best, but it makes MO2 cooking look like a paper thin puddle in terms of depth. MO2 cooking feels like a prototype, not even a half arsed implemented system.