Greetings Mortals,
Last Thursday on October 6th at 7 PM UTC Henrik hosted his regular weekly stream over on Twitch.
Henrik was joined by a special guest in last week’s stream, our lead programmer Sebastian, who is better known to many of you as FarmerJoe!
Sebastian assisted in co hosting the stream, while he was monitoring the server live with various profiling tools during the event which was being hosted to help test and identify potential bottlenecks in large scale fights with 400+ players.
Thankfully we were able to get the data we needed almost immediately, with some improvements already planned that will help to ensure massive sieges and battles run as smoothly as possible for the future release of the territory control and sieging systems.
The stream has been archived on our YouTube channel, with some handy chapters and timestamps in the description!
AI Desync
We are aware that unfortunately after our last hotfix there are still some AI Desync issues with various humanoids and creatures in Myrland. This was not something that we were able to replicate on the test server on the previous or the current patch, however we hoped it would be related to some of the accidental weapon speed changes which were reverted in the hotfix.
We are looking into what is causing it now and if it turns out to be server related as we suspect, an update will likely happen to address it soon that won’t require a client patch.
UE5 Code Insight
As Sebastian touched on during the stream, moving from UE4 to UE5 from a coding perspective is a small step and fairly easy.
However, Epic’s claims of it just being a single button press are unfortunately not the case.
MOII has a lot of custom code which will take time to transfer over, and much of the UE5 work is also related to art. We should have some more progress teasers to show regarding the UE5 migration soon in an upcoming stream, and the progress we’re making toward that goal is quite steady.
Siege Machines Gameplay Update
One core idea behind siege weapon functionality will be using teamwork to move and use them, as moving these objects will require multiple players to do so effectively.
We have also made some design changes from the first game regarding how they are operated, to make them much more fluid and intuitive to use.
We hope to show you more on these soon.
Magic School Elementalism
The schools we are looking at working on after Elementalism are Staff Magic, Mentalism or Illusionism.
We have been talking about how to best ask the community for this preference, with an in game poll being one of the options on the table. Hopefully we will have a good solution for this soon enough.
Staff Magic does seem to be a community favorite as it did come second when we ran our last community poll on the website in which Necromancy won. We also do want to both appeal to the “monk style” gameplay and the “Gandalf sword and staff” style gameplay, which are both facilitated nicely by our planned staff magic mechanics.
Pet Pathing Insight and Update
We are still discussing solutions to help alleviate issues with pets getting stuck or not following their owners properly, which also includes the lack of pathing in player houses.
Right now we simply turn the navigation mesh off (which is what the AI uses to walk on) wherever a player structure is placed down. We do this to avoid AI walking through the structures as if they weren’t there, but this of course causes some weirdness with pets and AI which is what we are working on solving.
Roadmap Updates
We currently have the art team working on the art for the roadmap our website.
We hope that we will be able to share our plans soon, but as a reminder this roadmap will not have specific dates or months, but will rather show the order of what will be worked on and which features you can expect before others.
Whether you’re a longtime fan of Mortal Online 2 or a newcomer in the world of Nave, dive into the vault with Henrik on Thursdays at 7:00 PM UTC to get your questions answered by the CEO and game designer.
See you in Nave,
The Star Vault Team