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Mortal Online 2

Patch Notes – 2.0.4

April 17, 2024

What's New?

This patch brings the addition of a second character slot for everyone, a new dungeon to explore, new sieging mechanics, more rideable mounts and of course lots of bug fixes, quality of life improvements and balance changes!

Second Character Slot

  • Added a second character slot, now available on all accounts.
  • Second character and main character both share one player house.
  • Removed surname from character creation.

New Dungeon

  • A new dungeon, the Sylvan Sanctum, can now be found somewhere on Myrland.

Siege Changes

This patch includes a new system for how sieging occurs. One of the primary goals of the new system is to increase player participation during sieges, by ensuring both parties have ample time to prepare for and engage with the event.
There are a lot of changes here, and we can’t wait to see what you do with them!
Don’t forget to give us your feedback about your thoughts and experiences with the new mechanics, as it will help us to improve and refine them wherever necessary.

Managing Sieges

  • A new ‘Siege’ tab can now be found in the Social UI.
    This new UI tab shows the controls for declaring a siege against another guild, as well as viewing pending and active sieges.
  • You must be rank 6+ (Commander) to declare a siege or respond to a siege declaration.
  • Declaring a siege costs 500 Gold and 10000 Prominence.
  • Finished buildings need to exist for 24 hours before being eligible to receive Siege Protection.

Once a siege is declared, the guild being sieged:

  • Receives a guild-wide fanfare.
  • Can now see the pending siege in their ‘Siege’ tab of the Social UI.
  • Is prompted in the ‘Siege’ tab to choose how many hours they wish to delay the siege window by. The maximum number of hours that can be added is 24. If no hours are added, the siege will start 24 hours after the siege was declared.
  • Must respond to the declared siege within 24 hours or it will start automatically.
  • Once the guild being sieged has responded with the added hours, the response is sent to the guild who declared the siege, a countdown until the siege starts will be visible to both guilds in the ‘Siege’ UI.
  • You can only declare a maximum of 10 Sieges at a time.
  • There is no limit to how many times you can be sieged by other guilds simultaneously.
  • You can not declare a siege against a guild which you already have a pending or active siege with.
  • While a guild has a pending or active Siege, Claiming Stones can not be removed from player houses that belong to that guild. This is to prevent guilds from unclaiming their assets once a siege has been declared.

Starting a Siege

  • Guild members receive a fanfare when the siege window starts and ends.
  • There are two states, protected and vulnerable.
  • While protected, every guilded structure has 100% defence bonus regardless of if it is being affected by a nearby Supply Storehouse or Supply Line.
  • The vulnerability window is 6 hours long, starting from when the siege countdown reaches zero.
  • When entering the vulnerability window, all affected structure defence bonuses are returned to their normal value. (This means if they were being affected by a Supply Storehouse, they will have this defence bonus)
  • When the vulnerability window ends, all affected structure defence bonuses are instantly increased to 100%.
  • If a siege is still ongoing when the vulnerability window ends, the siege is considered a failure and the attackers must try again next time.
  • Structures which are still “Under Construction” are not invulnerable during the protected window.

Crafting

  • Added a new light armor set, “Rustic Garments”.
  • Bear and Taurdog armors are now craftable. Taurdogs use the same equipment as bears.
  • Increased weight of newly crafted tower shields. Existing tower shields will be retroactively updated in a future update.
  • Fixed wrong textures on Risar berserker cape when equipped by a female character.
  • Fixed issue with pet crafting allowing you to be able to craft unreleased equipment in the game. This allowed players to craft bear armors in the previous patch before they were ready for release.

Mounts and Pets

  • Taurdogs and ritual versions are now mountable.
  • Cougars, Panthers and ritual versions are now mountable.
  • Fixed Campodon armor using the wrong icon.
  • Fixed Campodon armor being mismatched when used on the risen version.
  • Fixed a bug where mount passengers could remain in combat mode.
  • Increased rider weight capacity of Domestic Pigs

Mount Balance

  • Increased Wolf stamina from 1200 to 1300
  • Increased Wolf 2nd speed from 650 to 660
  • Increased Wolf 3rd speed from 800 to 850
  • Increased Wolf 4th speed from 960 to 1008
  • Increased Wolf Rider Weight Capacity from 60-84kg to 85-119kg
  • Risen Direwolf stamina is now 1200 as intended, instead of 1000.
  • Increased Direwolf stamina from 1000 to 1200
  • Increased Direwolf 2nd speed from 640 to 650
  • Increased Direwolf 3rd speed from 790 to 840
  • Increased Direwolf 4th speed from 1027 to 1092
  • Increased Direwolf Rider Weight Capacity from 80-112kg to 100-140kg
  • Decreased Black Bear 3rd speed from 850 to 820
  • Decreased Brown Bear 3rd speed from 820 to 800
  • Increased Brown Bear 4th speed from 1106 to 1120
  • Decreased White Bear 3rd speed from 790 to 780
  • Increased White Bear 4th speed from 1067 to 1092

Risen Pets

  • Added several tooltips in places where you can drop items in slots.
  • Ritual UI now uses hold to Perform Ritual with a short animation.
  • Ritual UI now only closes if a ritual is successful.
  • You can no longer click the Perform Ritual unless you have the minimum required items and skill in the UI.
  • Risen pets that level up now correctly update their health and max health.
  • Fixed an issue where ritual pets would sometimes be killed when moving through nodelines, logging in or taking them out of a stable if you had more than 1.
  • Fixed several minor bugs with ritual pets.

Buildings and Decorations

  • A new trader can now be found somewhere on Myrland.
  • Fixed issue where players could own more than one house. Players that do own more than one house will be contacted by GMs to fix the issue.
  • Reduced build repair with 25%.(Only applied to already finished buildings)

Territory Control

  • Supply Towers no longer provide global Guild Defence.
  • Supply Towers no longer reduce prominence cost.
  • Supply Towers now produce supply for the owning guild every 30 minutes.
  • Structure Guild Defence bonus now increases at a rate of +3% per 30 minutes.
  • Structure Guild Defence bonus now decreases at a rate of -9% per 30 minutes.
  • The maximum Guild Defence bonus gained from each Supply Line has been decreased from 10% to 5%.
  • Added a message about health percent required when you are not able to add a Claiming Stone to a player house due to lost structure health.
  • Reduced 100% health required to 99.9% in order to add a Claiming Stone to player houses, to ignore cases where it’s been hit once or twice by a player walking by etc.
  • Guild Guards have been removed from the Barracks and Bank TC structures.
  • Increased the gold and prominence upkeep of TC guard towers.

Spiritism

  • Spirits no longer increase the sell value of spirit boxes.
  • Spirits now spawn further up from the ground.
  • Fixed issue where banishment would retrigger sometimes if you used the home priest option while dead.

Melee Combat

  • Increased the quick swap duration from 1.0 to 1.4 seconds.
  • Changed enter and exit combat durations to 0.7 seconds so that together they equal the duration of a quick swap.
  • Charging a melee attack will no longer be interrupted when touching nearby walls. Swinging the weapon will still hit walls as usual.
  • The charge circle is now fully filled after a parry, when your next attack will be full damage.
  • Fixed issue where left and right weapon swings would sometimes not hit a wall next to the player when it should have.
  • Hitting a dead body no longer counts as a successful hit and will cause the same miss penalty as hitting the ground.
  • Fixed bug if you were knocked off a horse and using a lance, you would be able to use the lance on foot.
  • Fixed an issue allowing you to bypass Recovery of a failed attack with a Block when using Click Drag input for the block. This allowed players to block or charge a new attack immediately after missing a swing.

Magic Combat

  • The character movement capsule has been removed from the “display name targeting” feature. Previously, this capsule caused confusion among players, as the display name would appear when spells should miss their target. Spell targeting never included the capsule. Now, the target display name will only appear when aiming at someone’s body to be consistent with spell targeting.
  • Ecumenical spells now release instantly the moment you press release instead of being delayed a brief moment.
  • Simplified magic calculations by eliminating type conversions between integers and floats, avoiding loss of precision. Magic users may notice 1 – 2 points of damage / healing increase as a result.
  • Visual tweaks on magic reflect to make the seam less visible when looking around in first person.
  • Auw surge now deals up to 30% less damage based on distance, scaling linearly.
  • Fixed an issue bypassing the charge time of a spell which allowed players to spam spells.
  • Fixed an issue where spells outside of the quick cast keybinds would be casted with the last used target state instead of the default one, which often resulted in accidental self casts.

Mounted Combat

  • Fixed a bug causing certain vendor weapons to deal unintended amounts of damage while mounted.

Skills and Clade Gifts

  • Armor Training and Heavy Armor Training skills are now equally effective. This change increases Armor Training effectiveness while slightly reducing Heavy Armor Training effectiveness. Players with both skills maxed out will experience no change in armor weight, but those with lower Heavy Armor Training will have a higher armor weight capacity than previously.
  • Heavy Armor Training’s prerequisite for the Armor Training skill has been reduced to level 0. This means Heavy Armor Training will no longer become disabled if Armor Training drops below effective level 100.
  • Armor Training & Heavy Armor Training now gain experience no matter if you are encumbered or not, this is to incentivize players to actively play the game while training instead of feeling like they are stuck in town until a certain level is reached in these skills.
  • Oghmir Pipe usage now drains slightly more health reserves.
  • Increased Human clade gift ‘Cleric’ minimum mana regeneration from 20% to 30%.
  • Added +1kg max armor weight to the Human clade gift ‘Well Built’.
  • Fixed a bug with Projectiles where certain damage reduction steps happened twice. This includes passive damage reduction like Oghmir ‘Stoneskin’, Thursar ‘Styganthrope’ and Human ‘Tactician’, but also buffs like Thursar ‘Adamant’. For example: A spell projectile which would have had it’s damage reduced from 50 to 25, would instead reduce it to 12.5 when tactician was involved.
  • Fixed an issue where AI dealing magic damage & healing would not take passive clade gifts into account. Such as Thursar ‘Styganthrope’ (this issue did not happen when ai used projectile spells).
  • Fixed a bug with fishing where swapping weapons would not stop fishing correctly.
  • Fixed a bug causing you to instantly pull up a fish.

AI, Creatures and NPCs

  • Bey Wafa Casters now move slower and shorter distances when attempting to move away from the player.
  • Fixed issue where pets could not path around player houses and instead got stuck on the corners.
  • Fixed issue where AI attacks would not trigger a knockback.
  • Fixed issue where an AI in mercy mode would get a low update rate and look choppy when turning towards the player.

UI and Interactions

  • The game will now show a notice in the character selection screen when you are connected to the Public Test Realm.
  • When gathering from depletable resources you will no longer have to hold down the interact key to continuously gather.
  • Default setting for Attack and Block direction changed to Drag then Click.
  • When cooking, only the main ingredient will now be shown in the name.
  • Fixed a bug where you could not stack items in banks using right-click.
  • Fixed bug where holding R to give up during mercy mode would trigger too early when targeting a player or interactable object.
  • Fixed inconsistent messaging with Haven combat tutor.

Lighting, Weather and Environment

  • Adjusted the lights for player torches and campfires.
  • Fixed issue where water footsteps sounds would not play.
  • Fixed multiple “death traps” in the world where players could get stuck.
  • Fixed elevator glitch in Undercroft dungeon.
  • Fixed missing collision on column in dungeon modules where players could hide inside.
  • Fixed a large hole through a terrain that players jokingly called the portal to exodus.
  • Fixed some issues around the south entrance of Melisar’s Vault.
  • Fixed floor planks at Melisar’s Vault entrance that forced players to jump over them to not get stuck.
    Gore
  • Gore effects updated for zombies and domestic pigs.
  • Fixed a bug where you would not see other players decapitating each other.
  • Fixed an issue where the hair was removed from player characters when decapitating their limbs.

Gore

  • Gore effects updated for zombies and domestic pigs.
  • Fixed a bug where you would not see other players decapitating each other.
  • Fixed an issue where the hair was removed from player characters when decapitating their limbs.

Server and Networking

  • Improved player rotation updates to appear smoother.
  • Fixed several issues with the login server.

Known Issues

  • Certain spells such as Outburst and Shock are not behaving correctly.
  • Elementalist desk vendors are currently not interactable.
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