Mortal Online 2 cover
Mortal Online 2 screenshot
Genre: Role-playing (RPG), Adventure, Indie

Mortal Online 2

Into the Vault #155 | Party System & Questionnaire

[p]Greetings Mortals,[/p][p]In this development update, we will be detailing one of the features of the upcoming patch, and in particular asking for your feedback and opinion about some things yet to be decided![/p][p][/p]


New Party System

[p]The Party system allows players to form a Party with each other to further aid with communication and organization when grouping up to experience content together. Players in a Party are essentially in a mini-guild, which is more temporary in nature.[/p][p align="start"]The expected use case for the Party system is primarily players forming on-the-spot groups in towns before embarking on a trip to complete a task or dungeon together. The ability to communicate easily with Party members should allow those using the system to more easily form new connections, make new friends and thereby create lasting ties to the game world.[/p][p align="start"]Due to the low commitment and high quality of life nature of the Party system, it is expected to enable normally-solo players to be more willing and able to experience group content with strangers.[/p][p][/p]

Party Mechanics

  • [p]Being in a Party gives all Party members access to the \[Party], /party, /p chat channel, which may be used to communicate with other Party members.[/p]
    • [p]This allows Party members to more easily communicate compared to using the Whisper system, as they may chat with all Party members at once rather than individually, while also not requiring them to join the same guild as each other.[/p]
  • [p]Being in a Party will either override the flag color of your Party members to another color, or display a different icon below their name while targeting them for easy identification.[/p]
  • [p]There will be a maximum number of players who can be in one Party, although the exact number has not yet been finalized.[/p]
  • [p]To avoid people using the Party system to grief other players, Party members are not effectively Local Grey to each other, and are not able to attack or loot each other freely if the player’s base flag is Blue (Innocent) or Yellow (Fledgling).[/p]
  • [p]Party members are able to loot each other’s killed-AI bags freely regarding the Loot Priority system. [/p]
  • [p]You may only be a member of one Party at a time.[/p]
  • [p]Clade Gift Warcries affect Party members.[/p]
[p][/p]

Earning Glory While in a Party

  • [p]While in a Party, all Glory earned from AI killed by any Party member is split / divided between the current Party members who are in the local area.[/p]
    • [p]For example: [/p]
      • [p]A Party of 5 players kills an AI which awards 100 Glory. [/p]
      • [p]Each player will receive 20 Glory each regardless of their individual contributions to the AI’s Health or healing other Party members. [/p]
  • [p]When an AI is being damaged by both players in a Party as well as additional players who are not in the Party, the players in the Party are considered one entity, so the Glory from the AI will be shared normally for the player not in the Party, while the remainder is divided among the Party members.[/p]
    • [p]For example: [/p]
      • [p]A Party of 5 players is killing an AI which awards 100 Glory, and combined they manage to deal 50% of its Health in damage. [/p]
      • [p]An additional player who is not in the Party is also killing the AI, and deals the remaining 50% of the AI’s Health in damage.[/p]
      • [p]The player not in the Party will receive 50 Glory, while the players in the Party will each receive 10 Glory (50 Glory / 5 Party members).[/p]


Earning Task Progress While in a Party

  • [p]While in a Party, all AI kills will contribute to task progress for the current Party members who are in the local area, regardless of their individual contributions.[/p]

Forming a Party

[p]A Party is formed by one player inviting another player to a Party. This creates a new Party with the player who sent the first invitation becoming the Party Leader.[/p][p][/p]

Party Management

[p]Only the Party Leader may manage the Party.[/p][p]The Party Leader can:[/p]
  1. [p]Invite new Party members[/p]
  2. [p]Kick Party members[/p]
  3. [p]Disband the Party[/p]
  4. [p]Transfer their Party Leader role to another Party member[/p]
[p][/p]

Leaving a Party

  • [p]If a player in a Party logs out, they are automatically kicked from the Party.[/p]
    • [p]If the Party Leader logs out, they are also kicked from the Party and another player becomes the new Party Leader.[/p]
  • [p]If there are no other players in the Party besides the Party Leader, such as when all other players have been kicked or left the Party manually via the UI or logging out, then the Party is automatically Disbanded.[/p]
[p][/p]
[p][/p]

Let Us Know What You Think!

[p]As this is a new system for Mortal Online 2, there are several potential aspects the new Party system could have which we are still evaluating in regard to their projected impact on the game.[/p][p]One such aspect is showing the names, health bars and status effects (buffs & debuffs) of your Party members in the UI, similar to the information you currently see for your own pets.[/p][p]This decision is related to and will affect various different gameplay outcomes, such as additional tactical information being available to Party members than to guild members, which incentivizes certain behaviors such as guilds forming essentially squads which may then more efficiently coordinate amongst each other, with players inside a Party being more aware of and responsible for one another.[/p][p]Another important factor to consider, and one that is vital to us to get right, is whether or not showing such information would be adding or taking away from our game’s specific and unique atmosphere and gameplay tone. Sometimes operating without critical information can form a different and memorable type of experience, with a simple parallel being the fact that you cannot see yourself on the in-game map. [/p][p]Ultimately the decision we make will be the one that we believe will best allow for the Party system to have the greatest positive effect and use cases, however we are very interested to hear your opinions about this![/p][p][/p][p]As such, the link below will take you to a questionnaire where you can make your stance and thoughts about this heard. [/p][p][/p][p]https://forms.gle/9tSqHHbX6Y5ejfbq6[/p][p][/p][p]
[/p]
[p]
[/p][p][/p][p][/p][p]Note

Please keep in mind that as development progresses, any details described above may change or be adjusted where necessary.[/p][p] [/p][p][/p][p]See you in Nave,[/p][p][p]The Star Vault Team

Patch Notes 2.3.0.47

Fixes

  • [p]Reduce game stalls when opening and closing a bank with many items. Items now appear in the UI over multiple frames. The UI invalidation stalls got introduced with the engine upgrade and we are troubleshooting the source of the issue.[/p]
  • [p]Updated the helmet effect for VoIP chat to be easier to understand and sound more natural.[/p]
  • [p]Disabled helmet voip effect on the Ranger Armor and Khurite Splinted Helmets due to the effect now being specific to a proper full faced helmet with space inside.[/p]
  • [p]Fixed an issue causing a stall when performing certain actions, such as kill an enemy.[/p]
  • [p]Fixed an issue causing Gameplay audio setting to not be loaded properly[/p]
  • [p]Fixed an issue causing gameplay audio setting to not be reverted properly[/p]
  • [p]Fixed Greater Walker Heraldry not showing.[/p]
  • [p]Fixed three crashes that happened if an event triggered on the exact frame as the client disconnected: receiving a chat message, activating a clade gift, or hitting anything with a magic projectile.[/p]
  • [p]Fixed rare crash when some characters failed to generate a material instance in the engine.[/p]
  • [p]Fixed rare crash in a subsystem related to character detail levels.[/p]
  • [p]Added more loading screen checks to ensure several engine subsystems have finished loading levels, assets, and shaders, before closing the loading screen. This is necessary because players started falling through the ground after the engine upgrade to 5.7. We will monitor if the issue persists after this patch.[/p]
  • [p]Fixed issue where if you killed your own pet you would lose standing.[/p]
  • [p]Fixed certain spells and combat abilities applying bleed debuffs without a caster, causing the bleeds to not be removed upon the end of a duel, potentially killing one of the duelists.[/p]
  • [p]Add support for new distance-based leashing conditions for certain AI. Primarily used for Event AI.[/p]
  • [p]Updated Tagmaton Invasions targeting Kranesh so that they do not finish their march inside the town.[/p]
  • [p]Rebuilt the backend of the system that handles "guild logs" to our new way of doing slow data.
    This is used in the UI to show how much prominence and treasury a player and a building have added. This should fix many previous issues with this feature.[/p]
  • [p]Update Territory UI tooltip to more clearly explain that the numbers are per hour now (used to be per day) showing how much the entry has added during the last hour. [/p]
  • [p]To get the daily/weekly/total hover an entry in the list.[/p]
  • [p]Every second row in the territory logs is now darker.[/p]
  • [p]Guild Logs now show a type in the ui, the following types are displayed:
    Upkeep + default building name for TC structure upkeep
    Territory Taxes for when houses pay silver to your guild for being in your territory.
    Guild NPC for when a NPC belonging to your guild adds to the treasury or the prominence.[/p]
  • [p]Fixed bug where charging an attack while performing a fatality would break the fatality animation.[/p]

Patch Notes 2.3.0.43

VOIP

  • [p]Our voice over ip (VOIP) has been rebuilt so that it plays audio using Unreal Engine 5’s audio mix instead of a separate audio system.[/p]
  • [p]VOIP is now affected by sound zones, like reverb in caves.[/p]
  • [p]VOIP from other players is now muffled if the player is behind a wall etc.[/p]
  • [p]VOIP from other players is now changed when the player is swimming.[/p]
  • [p]VOIP from other players is now slightly different when the player is wearing a helmet.[/p]
  • [p]You can now hear other VOIP users at a further distance.[/p]
  • [p]The sound falloff for VOIP is now more natural.[/p]
  • [p]The position of the VOIP sound is now correctly coming from the face of the speaker instead of a general area around him/her.[/p]
  • [p]VOIP playback volume settings now follow the same system as other volume settings.[/p]
  • [p]Listening to VOIP is now cheaper CPU wise since the engine handles ducking of sounds if there are too many.[/p]
  • [p]Increased the max number of players you can hear speaking at the same time.[/p]
  • [p]Optimized the VOIP servers removing un-used and old code to increase performance.[/p]
  • [p]The network cost of having VOIP on is now much lower.[/p]
  • [p]The test VOIP is now a button you hold down to hear your own VOIP.[/p]
  • [p]Added volume controls for voip and gameplay to audio settings.[/p]
  • [p]VOIP chat is no longer disabled when the application loses focus.[/p]
  • [p]Added new setting "Mute mic when unfocused" for disabling voice input when the application loses focus.[/p]
  • [p]The mic preview widget in game settings now displays the perceived audio level in dBFS \[-60 dB, 0 dB] instead of raw input values.[/p]
  • [p]Reduced VOIP sound artifacts by improving audio buffers.[/p]
[p][/p]

Trinket Balance

  • [p]Red Coral, Amethyst, Cuprum and Silver trinkets may now roll with more power to spend on stats. For existing trinkets, this will require a reroll / identify for these trinket tiers to benefit from the changes.[/p]
  • [p]Rebalanced the worst trinket physical damage stat rolls to be more likely to roll higher values, this won't require a reroll/identify to benefit, so if you have a trinket that rolled one of the adjusted stats, it will now be better.[/p]
  • [p]Rebalanced the maximum range of Stamina to be able to roll higher due to Stamina almost always being less appealing than rolling Health instead. This change will affect existing trinkets as well.[/p]
  • [p]Fixed some Amulets giving not-yet implemented skills. The following amulet skills have been converted:[/p]
    • [p]Snooping > Scribing[/p]
    • [p]Pilfering > Anatomy[/p]
    • [p]Lockpicking > Mounted Magery[/p]
    • [p]Animism > Elementalism Spells[/p]
    • [p]Brawling > Poleaxes[/p]
    • [p]Unarmed Techniques > Poleswords[/p]
[p][/p]

New Events

  • [p]Added a new system for dynamically spawning new events in the world. These events are new groups of people or creatures that can appear almost anywhere in the world, with a focus on various POIs and dungeons.[/p]
[p][/p]

Murder Reporting

  • [p]You can now only report people who attacked you within 2 minutes of your death, the limit of 4 potential murder count reports still holds.[/p]
  • [p]Dying to non-player controlled AI will forfeit all your potential murder reports.[/p]
  • [p]Dying to an AI that was a pet, but also abandoned doesn't forfeit your potential murder reports.[/p]
  • [p]Killing pets now causes standing loss if innocent, pet owner has positive standing in zone, not allied, guilded, didn't assault the killer & the killer is not in a contested outpost area.[/p]
[p][/p]

Clade Gift Experience Curve Rebalance

  • [p]Adjusted the amount of experience required for each Clade Gift level to smooth out the journey to level 20, removing the sudden "wall" which previously occured at level 15+. The amount of experience required to reach level 20 has been lowered, which means players who have already reached level 18 will now be level 20.
    [/p]

Combat

  • [p]Counter damage reduction is now 80% instead of 60%.[/p]
  • [p]Certain buffs now refresh when used again before they expire (Steady Hands, Rejuvenate, Quicken, Sapped, Ward, Invigorate, Energise, Empower, Brace, Amplify).[/p]
  • [p]Buffs cast by the opponent are now removed at the end of a duel.[/p]
  • [p]Adjusted the Dagger combat ability "Precise Strikes" animation length from 2.3s to 2.4s.[/p]
  • [p]Adjusted the Polesword combat ability "Sweeping Strikes" animation length from 3.9s to 4.0s.[/p]
  • [p]Adjusted the 1H Club combat ability "Forceful Strike" animation length from 2.3s to 2.4s.[/p]
[p][/p]

Magic

  • [p]Increased Boulder base spell damage from 28-30 to 38-40.[/p]
  • [p]Fixed issue with the melee combat system resetting the charge circle even when casting magic in combat mode.[/p]
  • [p]Rebuilt the code for Akh Bond to fix several issues.[/p]
  • [p]Death hand base damage decreased from 32-34 to 28-29.[/p]
  • [p]Death hand casting time decreased from 2.0s to 1.7s[/p]
  • [p]Decreased Death Hand mana cost from 30 to 26.[/p]
  • [p]Fixed mana reduction orb effect not working for initial checks, causing spellcasts to not be allowed if you didn't have the original mana cost.[/p]
  • [p]Fixed magic combat action queue getting stuck on death or in mercy mode. Interactions would get stuck while trying to cast last spell, which would stop the user from interacting with things like resurrecting at priests.[/p]
  • [p]Fixed issue where hitting a mount someone was riding with earthquake did not always dismount or damage the riders.[/p]
  • [p]Updated the visual appearance of Risen Walker variants.[/p]
[p][/p]

UI

  • [p]Territory filters on the map can now be combined so that you can show keeps + guild territory to only show your guild's keeps for example.[/p]
  • [p]Updated the text on the Territory Filters to more clearly indicate what they do.[/p]
  • [p]Updated the look for the filters in the map UI.[/p]
  • [p]The Guild member list is now sorted so that online members are always on the top.[/p]
  • [p]Fixed spellings of some POIs on the map filters.[/p]
  • [p]Fixed issue where being in combat mode with fists out and manipulating/destroying items from your inventory would cause your combat ability bar to be cleared until re-equipping a weapon.[/p]
  • [p]Fixed Bandit daily task tooltip incorrectly mentioning specifically bandit bowmen despite all types of bandits being valid for earning task contribution.[/p]
  • [p]Fixed an issue where your Combat Abilities would not show up on your hot bar when you entered combat mode with your fists.[/p]
[p][/p]

AI

  • [p]You can now push pets, ritual pets and controlled undead AI that is not attacking a target. They return to the original position after a few seconds.[/p]
  • [p]Added support for AI using shields.[/p]
[p][/p]

Looting Priority

  • [p]Players will now gain loot priority for 10s after killing AI, this means that only the player who did the most work(and gained most glory) and their guild members will be able to loot for this duration.[/p]
  • [p]When you are not able to loot someone else's loot yet, you will see a faint glow on the loot bag.[/p]
  • [p]Player pets when killed don't give loot priority.[/p]
  • [p]Your own and your pets loot bags will now glow red.[/p]
  • [p]Locked loot bags where someone else has loot prio will glow purple.
    [/p]

Plate Armor Stat Normalization

  • [p]Adjusted the armor defence balance on the four plate armor styles, Tindremic Knight, Mercenary Plate, Draconigena Armatus and Risar Soldier to be closer to each other, allowing for a greater number of viable armor choices and visual variety.[/p]
[p][/p]

Tindrem Arena Hub Improvements

[p]We have taken the opportunity in this patch to update the Tindrem Arena with a few easy and fast changes that will hopefully make it more of a useful hub for both officially hosted and player hosted events, as we currently do not have a single area in the game in which we can host "safe" events for all players regardless of nation standing status.[/p]
  • [p]Added new Tindrem Arena Bankers to both of the “fighter’s quarters” areas on either side of the Arena.[/p]
  • [p]Added red priests to either side of the Arena.[/p]
  • [p]Added Tindrem Arena Sentries throughout the Arena which will only attack criminal players.[/p]
[p][/p]

Prominence Upkeep Balance

[p]The hourly Prominence drain for many Territory Control structures has been increased:[/p]
  • [p]Bank T1: 2>10[/p]
  • [p]Bank T2: 3>12[/p]
  • [p]Bank T3: 4>14[/p]
  • [p]Barracks T1: 2>10[/p]
  • [p]Barracks T2: 3>12[/p]
  • [p]Barracks T3: 3>14[/p]
  • [p]Stable T1: 1>8[/p]
  • [p]Stable T2: 2>10[/p]
  • [p]Stable T3: 2>13[/p]
  • [p]General Store T1: 1>6[/p]
  • [p]General Store T2: 2>8[/p]
  • [p]General Store T3: 2>10[/p]
  • [p]Library T1: 1>5           [/p]
  • [p]Library T2: 2>8[/p]
  • [p]Library T3: 3>10[/p]
  • [p]Smithy T1: 1>4              [/p]
  • [p]Smithy T2: 2>5[/p]
  • [p]Smithy T3: 2>6[/p]
  • [p]Alchemist’s Apotheca T1: 1>5[/p]
  • [p]Alchemist’s Apotheca T2: 2>6[/p]
  • [p]Alchemist’s Apotheca T3: 3>7[/p]
  • [p]Butchery T1: 1>4[/p]
  • [p]Butchery T2: 1>4[/p]
  • [p]Butchery T3: 1>4[/p]
  • [p]Stone Refinery T1: 1>5[/p]
  • [p]Stone Refinery T2: 2>6[/p]
  • [p]Stone Refinery T3: 3>7[/p]
  • [p]Foundry T1: 1>4[/p]
  • [p]Foundry T2: 2>6[/p]
  • [p]Foundry T3: 3>10[/p]
  • [p]Culinarium T1: 1>3[/p]
  • [p]Culinarium T2: 1>3[/p]
  • [p]Culinarium T3: 1>3[/p]
  • [p]Magic Emporium T1: 1>3[/p]
  • [p]Magic Emporium T2: 2>5[/p]
  • [p]Magic Emporium T3: 2>8[/p]
  • [p]Blue Priest Shrine T1: 2>4[/p]
  • [p]Blue Priest Shrine T2: 2>4[/p]
  • [p]Blue Priest Shrine T3: 3>6[/p]
  • [p]Red Priest Shrine: 6>15[/p]
  • [p]Alert Tower T1: 1>4[/p]
  • [p]Alert Tower T2: 2>6[/p]
  • [p]Alert Tower T3: 3>8[/p]
  • [p]Guard Tower T2: 15>16       [/p]
  • [p]Reliquary: 20>30
    [/p]

Optimizations

  • [p]Optimized level streaming.[/p]
  • [p]Cleaned up and re-wrote server code to improve performance.[/p]
  • [p]The loading of bank items has been rebuilt to avoid flooding the servers and clients with large amounts of items at once.[/p]
  • [p]Fixed issue with player logins being very expensive for the server causing micro spikes when a lot of players logged in at once.[/p]
  • [p]Optimized the guild member UI so that the game runs smoother even if you are in a large guild and have the UI open.[/p]
  • [p]Greatly optimized the creation and updating of guild member list entries in the UI. Previously this could cause heavy FPS drops if you were in larger guilds.[/p]
  • [p]Optimized the sorting of the guild members UI this caused FPS drops when new members were added to very large guilds.[/p]
  • [p]Sorting of the guild member list now happens when opened, this makes it less costly if the ui is not open and you get updates.[/p]
  • [p]Changed it so that when players are sent their guild members they are always FIRST sent the online members. For very large guilds where it takes a seconds before the entire list is filled this means it is filled with the online guild members first.[/p]
  • [p]Optimized server handling of larger guilds improving server performance.[/p]
  • [p]Fixed issue where the game held references to the game UI and stopped it from being garbage collected when switching between worlds or the main menu causing a memory leak.[/p]
[p][/p]

Engine

  • [p]The engine has been upgraded to version 5.7.1. This increased stability and general performance of the game as well as improved light/shadow rendering.[/p]
  • [p]FSR has been updated to the latest version.[/p]
  • [p]DLSS has been updated to the latest version.[/p]
  • [p]Steam SDK has been updated to the latest version.[/p]
  • [p]EOS SDK has been updated to the latest version.[/p]
[p][/p]

Changes

  • [p]Removed Simple Map from all drops since it fills no function.[/p]
  • [p]Improved input of dragging the game window. Any click or key press will now stop the drag.[/p]
  • [p]Localized the message shown when dragging the game window.[/p]
  • [p]Update scrambler chains, wriggler chains and mandible chains capes, chains are now invisible in first person view.[/p]
  • [p]Increased player-on-player collision radius very slightly to reduce camera-body overlap and clipping. This does not affect collisions against AI or the environment.[/p]
  • [p]Removed kite shield crafting skill book from vendors since they are not in-game yet.[/p]
  • [p]Added invisible one-way walls to Keeps in order to prevent players jumping / boosting over the walls.[/p]
[p][/p]

Fixes

  • [p]Fixed missing stats on steam for the latest fatalities.[/p]
  • [p]Fixed issues with some pre-placed buildings duplicating on server restart causing all kinds of issues. This impacted Keeps, Supply Towers, Keep walls etc. Supply Towers will need to be retaken.[/p]
  • [p]The server will now attempt to fix old duplicated buildings at start.[/p]
  • [p]Fixed several issues with spirit sounds not playing correctly in the etherworld.[/p]
  • [p]Fixed issue where stabling pets while you were mounted on them would cause a ghost collision to stay in the world.[/p]
  • [p]Fixed an issue with the attack directions in the combat tutorial.[/p]
  • [p]Fixed crash that could happen when receiving the account item list after being disconnected.[/p]
  • [p]Fixed rare crash when performing extractions with resources and catalysts.[/p]
  • [p]Fixed crash that happened when the appearance for a building changed from damage or repairs.[/p]
  • [p]Fixed minor issues that logged internal warnings for heraldry designer, on initial load, when no designs were present in the list.[/p]
  • [p]Fixed issue where the subtle resurrect particle effects would not appear on some player meshes.[/p]
  • [p]Fixed issue where the game window would not stop being dragged when the application lost focus from alt+tab or other events.[/p]
  • [p]Fixed issue where the game window could be dragged behind the taskbar or outside the monitor region.[/p]
  • [p]Fixed issue where extracting ore and being far away or being dead when it triggered would not take your mastery or region buffs into account.[/p]
  • [p]Fixed main menu screen showing up for half a second before the intro movie plays.[/p]
  • [p]Fixed loading screen showing the wrong message after logging out to the main menu.[/p]
  • [p]Fixed an issue that caused wars that were canceled to return on server reboot.[/p]
  • [p]Fixed an issue where a guild that had war declared on them could start a siege against the war declaring guild but still allowed for the war to be cancelled. Now the war should not be able to be cancelled while a siege is pending or active between the guilds.[/p]
  • [p]You can no longer enter a vehicle without crim actions enabled.[/p]
  • [p]Fixed issue where spawning from an ether portal and dying to guards instantly would cause you to not lose spirit boxes.[/p]
  • [p]Fixed an issue where logging in with trinkets which gave you attributes would not always update the affected skills properly.[/p]
  • [p]Fixed issue with magic combat not correctly reporting the final damage.[/p]
  • [p]Fixed some buffs and debuffs not being affected by the debuff duration and buff duration orbs.[/p]
  • [p]Fixed issue that made guildflagged houses that got destroyed generate territory while they were in the destroyed state. Houses now instead lose their guild flag as soon as they are destroyed.[/p]
  • [p]Add logout prevention to the cave close to the ocean in Necromancer dungeon.[/p]
  • [p]Increased the amount of Dile gained from pickables substantially.[/p]
  • [p]Fixed an issue which caused combat inputs initiated during a fatality to be ignored once the fatality ended. You can now for example hold to block while performing a fatality animation and once it ends your character will begin the inputted action, unless you are using legacy combat.[/p]
  • [p]Fixed issue where the upkeep logs in the territory UI showed wildly wrong numbers for buildings and showed buildings that had long been removed (note that this change was done on the backend and should already have fixed the issue on live).[/p]
  • [p]Fixed issue where average standing was not sent to a player when they logged in, instead it was sent when the standing was changed.[/p]
  • [p]Fixed some issues with average standing not updating in the guild UI.[/p]
  • [p]Fixed an issue with showing currency could cause the calculation to get completely wrong showing the wrong number at extremely high amounts of currency. Mostly noticed in the treasury.[/p]
  • [p]Fixed issue with old broker entries lingering in the database for way too long causing the broker to respond slowly or time out after many months of use.[/p]

Sprint 16 PTR is Now Open! - Read the Test Server Patch Notes Here

[p]The Sprint 16 PTR for our upcoming update is now available on Steam, by selecting the testpublic branch, and will be available until Monday morning CET for testing and gathering feedback.[/p][p][/p][p]Have a read of the full patch notes below, and jump onto the PTR server to have a look for yourself![/p][p][/p]

Engine

  • [p]The engine has been upgraded to version 5.7.1. This increased stability and general performance of the game as well as improved light/shadow rendering.[/p]
  • [p]FSR has been updated to the latest version.[/p]
  • [p]DLSS has been updated to the latest version.[/p]
  • [p]Steam SDK has been updated to the latest version.[/p]
  • [p]EOS SDK has been updated to the latest version.[/p]

VOIP

  • [p]Our voice over ip (VOIP) has been rebuilt so that it plays audio using Unreal Engine 5’s audio mix instead of a separate audio system.[/p]
  • [p]VOIP is now affected by sound zones, like reverb in caves.[/p]
  • [p]VOIP from other players is now muffled if the player is behind a wall etc.[/p]
  • [p]VOIP from other players is now changed when the player is swimming.[/p]
  • [p]VOIP from other players is now slightly different when the player is wearing a helmet.[/p]
  • [p]You can now hear other VOIP users at a further distance.[/p]
  • [p]The sound falloff for VOIP is now more natural.[/p]
  • [p]The position of the VOIP sound is now correctly coming from the face of the speaker instead of a general area around him/her.[/p]
  • [p]VOIP playback volume settings now follow the same system as other volume settings.[/p]
  • [p]Listening to VOIP is now cheaper CPU wise since the engine handles ducking of sounds if there are too many.[/p]
  • [p]Increased the max number of players you can hear speaking at the same time.[/p]
  • [p]Optimized the VOIP servers removing un-used and old code to increase performance.[/p]
  • [p]The network cost of having VOIP on is now much lower.[/p]
  • [p]The test VOIP is now a button you hold down to hear your own VOIP.[/p]

Trinket Balance

  • [p]Red Coral, Amethyst, Cuprum and Silver trinkets may now roll with more power to spend on stats. For existing trinkets, this will require a reroll / identify for these trinket tiers to benefit from the changes.[/p]
  • [p]Rebalanced the worst trinket physical damage stat rolls to be more likely to roll higher values, this won't require a reroll/identify to benefit, so if you have a trinket that rolled one of the adjusted stats, it will now be better.[/p]
  • [p]Rebalanced the maximum range of Stamina to be able to roll higher due to Stamina almost always being less appealing than rolling Health instead. This change will affect existing trinkets as well.[/p]
  • [p]Fixed some Amulets giving not-yet implemented skills. The following amulet skills have been converted:
    Snooping > Scribing
    Pilfering > Anatomy
    Lockpicking > Mounted Magery
    Animism > Elementalism Spells
    Brawling > Poleaxes
    Unarmed Techniques > Poleswords[/p]

New Events

  • [p]Added a new system for dynamically spawning new events in the world. These events are new groups of people or creatures that can appear almost anywhere in the world, with a focus on various POIs and dungeons.[/p]

Murder Reporting

  • [p]You can now only report people who attacked you within 2 minutes of your death, the limit of 4 potential murder count reports still holds.[/p]
  • [p]Dying to non-player controlled AI will forfeit all your potential murder reports.[/p]
  • [p]Dying to an AI that was a pet, but also abandoned doesn't forfeit your potential murder reports.[/p]
  • [p]Killing pets now causes standing loss if innocent, pet owner has positive standing in zone, not allied, guilded, didn't assault the killer & the killer is not in a contested outpost area.[/p]

Combat

  • [p]Counter damage reduction is now 80% instead of 60%.[/p]
  • [p]Certain buffs now refresh when used again before they expire (Steady Hands, Rejuvenate, Quicken, Sapped, Ward, Invigorate, Energise, Empower, Brace, Amplify).[/p]
  • [p]Buffs cast by the opponent are now removed at the end of a duel.[/p]

Magic

  • [p]Increased Boulder base spell damage from 28-30 to 38-40.[/p]
  • [p]Fixed issue with the melee combat system resetting the charge circle even when casting magic in combat mode.[/p]
  • [p]Rebuilt the code for Ahk Bond to fix several issues.[/p]
  • [p]Death hand base damage decreased from 32-34 to 25-27 damage[/p]
  • [p]Death hand casting time decreased from 2.0s to 1.7s[/p]
  • [p]Fixed mana reduction orb effect not working for initial checks, causing spellcasts to not be allowed if you didn't have the original mana cost.[/p]
  • [p]Fixed magic combat action queue getting stuck on death or in mercy mode. Interactions would get stuck while trying to cast last spell, which would stop the user from interacting with things like resurrecting at priests.[/p]
  • [p]Fixed issue where hitting a mount someone was riding with earthquake did not always dismount or damage the riders.[/p]

UI

  • [p]Territory filters on the map can now be combined so that you can show keeps + guild territory to only show your guild's keeps for example.[/p]
  • [p]Updated the text on the Territory Filters to more clearly indicate what they do.[/p]
  • [p]Updated the look for the filters in the map UI.[/p]
  • [p]The Guild member list is now sorted so that online members are always on the top.[/p]
  • [p]Fixed spellings of some POIs on the map filters.[/p]
  • [p]Fixed issue where being in combat mode with fists out and manipulating/destroying items from your inventory would cause your combat ability bar to be cleared until re-equipping a weapon.[/p]
  • [p]Fixed Bandit daily task tooltip incorrectly mentioning specifically bandit bowmen despite all types of bandits being valid for earning task contribution.[/p]
  • [p]Fixed an issue where your Combat Abilities would not show up on your hot bar when you entered combat mode with your fists.[/p]

AI

  • [p]Added support for AI using shields.[/p]
  • [p]You can now push pets, ritual pets and controlled undead AI that is not attacking a target. They return to the original position after a few seconds.[/p]
[p]
[/p]

Looting Priority

  • [p]Players will now gain loot priority for 10s after killing AI, this means that only the player who did the most work(and gained most glory) and their guild members will be able to loot for this duration.[/p]
  • [p]When you are not able to loot someone else's loot yet, you will see a faint glow on the loot bag.[/p]
  • [p]Player pets when killed don't give loot priority.[/p]
  • [p]Your own and your pets loot bags will now glow red.[/p]
  • [p]Locked loot bags where someone else has loot prio will glow purple.[/p]
[p]
[/p]

Plate Armor Stat Normalization

  • [p]Adjusted the armor defence balance on the four plate armor styles, Tindremic Knight, Mercenary Plate, Draconigena Armatus and Risar Soldier to be closer to each other, allowing for a greater number of viable armor choices and visual variety.[/p]
[p]
[/p]

Tindrem Arena Hub Improvements

[p]We have taken the opportunity in this patch to update the Tindrem Arena with a few easy and fast changes that will hopefully make it more of a useful hub for both officially hosted and player hosted events, as we currently do not have a single area in the game in which we can host "safe" events for all players regardless of nation standing status.[/p]
  • [p]Added new Tindrem Arena Bankers to both of the “fighter’s quarters” areas on either side of the Arena.[/p]
  • [p]Added red priests to either side of the Arena.[/p]
  • [p]Added Tindrem Arena Sentries throughout the Arena which will only attack criminal players.[/p]
[p]

[/p]

Prominence Upkeep Balance

[p]The hourly Prominence drain for many Territory Control structures has been increased:[/p]
  • [p]Bank T1: 2>40[/p]
  • [p]Bank T2: 3>42[/p]
  • [p]Bank T3: 4>44[/p]
  • [p]Barracks T1: 2>25[/p]
  • [p]Barracks T2: 3>28[/p]
  • [p]Barracks T3: 3>30[/p]
  • [p]Stable T1: 1>20[/p]
  • [p]Stable T2: 2>22[/p]
  • [p]Stable T3: 2>24[/p]
  • [p]General Store T1: 1>20[/p]
  • [p]General Store T2: 2>25[/p]
  • [p]General Store T3: 2>30[/p]
  • [p]Library T1: 1>10[/p]
  • [p]Library T2: 2>14[/p]
  • [p]Library T3: 3>16[/p]
  • [p]Smithy T1: 1>4[/p]
  • [p]Smithy T2: 2>5[/p]
  • [p]Smithy T3: 2>6[/p]
  • [p]Alchemist's Apotheca T1: 1>5[/p]
  • [p]Alchemist's Apotheca T2: 2>6[/p]
  • [p]Alchemist's Apotheca T3: 3>7[/p]
  • [p]Butchery T1: 1>4[/p]
  • [p]Butchery T2: 1>4[/p]
  • [p]Butchery T3: 1>4[/p]
  • [p]Stone Refinery T1: 1>5[/p]
  • [p]Stone Refinery T2: 2>6[/p]
  • [p]Stone Refinery T3: 3>7[/p]
  • [p]Foundry T1: 1>4[/p]
  • [p]Foundry T2: 2>6[/p]
  • [p]Foundry T3: 3>10[/p]
  • [p]Culinarium T1: 1>3[/p]
  • [p]Culinarium T2: 1>3[/p]
  • [p]Culinarium T3: 1>3[/p]
  • [p]Magic Emporium T1: 1>8[/p]
  • [p]Magic Emporium T2: 2>12[/p]
  • [p]Magic Emporium T3: 2>16[/p]
  • [p]Blue Priest Shrine T1: 2>12[/p]
  • [p]Blue Priest Shrine T2: 2>12[/p]
  • [p]Blue Priest Shrine T3: 3>14[/p]
  • [p]Red Priest Shrine: 6>40[/p]
  • [p]Alert Tower T1: 1>12[/p]
  • [p]Alert Tower T2: 2>16[/p]
  • [p]Alert Tower T3: 3>20[/p]
  • [p]Guard Tower T2: 15>16[/p]
  • [p]Guard Tower T3: 18>20[/p]
  • [p]Reliquary: 20>50[/p]
[p]
[/p]

Optimizations

  • [p]Optimized level streaming.[/p]
  • [p]Cleaned up and re-wrote server code to improve performance.[/p]
  • [p]The loading of bank items has been rebuilt to avoid flooding the servers and clients with large amounts of items at once.[/p]
  • [p]Fixed issue with player logins being very expensive for the server causing micro spikes when a lot of players logged in at once.[/p]
  • [p]Optimized the guild member UI so that the game runs smoother even if you are in a large guild and have the UI open.[/p]
  • [p]Greatly optimized the creation and updating of guild member list entries in the UI. Previously this could cause heavy FPS drops if you were in larger guilds.[/p]
  • [p]Optimized the sorting of the guild members UI this caused FPS drops when new members were added to very large guilds.[/p]
  • [p]Sorting of the guild member list now happens when opened, this makes it less costly if the ui is not open and you get updates.[/p]
  • [p]Changed it so that when players are sent their guild members they are always FIRST sent the online members. For very large guilds where it takes a seconds before the entire list is filled this means it is filled with the online guild members first.[/p]
  • [p]Optimized server handling of larger guilds improving server performance.[/p]
  • [p]Fixed issue where the game held references to the game UI and stopped it from being garbage collected when switching between worlds or the main menu causing a memory leak.[/p]

Changes

  • [p]Removed Simple Map from all drops since it fills no function.[/p]
  • [p]Improved input of dragging the game window. Any click or key press will now stop the drag.[/p]
  • [p]Localized the message shown when dragging the game window.[/p]
  • [p]Update scrambler chains, wriggler chains and mandible chains capes, chains are now invisible in first person view.[/p]
  • [p]Increased player-on-player collision radius very slightly to reduce camera-body overlap and clipping. This does not affect collisions against AI or the environment.[/p]
  • [p]Removed kite shield crafting skill book from vendors since they are not in-game yet.[/p]
  • [p]Added invisible one-way walls to Keeps in order to prevent players jumping / boosting over the walls.[/p]

Fixes

  • [p]Fixed missing stats on steam for the latest fatalities.[/p]
  • [p]Fixed issues with some pre-placed buildings duplicating on server restart causing all kinds of issues. This impacted Keeps, Supply Towers, Keep walls etc.[/p]
  • [p]The server will now attempt to fix old duplicated buildings at start.[/p]
  • [p]Fixed several issues with spirit sounds not playing correctly in the etherworld.[/p]
  • [p]Fixed issue where stabling pets while you were mounted on them would cause a ghost collision to stay in the world.[/p]
  • [p]Fixed an issue with the attack directions in the combat tutorial.[/p]
  • [p]Fixed crash that could happen when receiving the account item list after being disconnected.[/p]
  • [p]Fixed rare crash when performing extractions with resources and catalysts.[/p]
  • [p]Fixed crash that happened when the appearance for a building changed from damage or repairs.[/p]
  • [p]Fixed minor issues that logged internal warnings for heraldry designer, on initial load, when no designs were present in the list.[/p]
  • [p]Fixed issue where the subtle resurrect particle effects would not appear on some player meshes.[/p]
  • [p]Fixed issue where the game window would not stop being dragged when the application lost focus from alt+tab or other events.[/p]
  • [p]Fixed issue where the game window could be dragged behind the taskbar or outside the monitor region.[/p]
  • [p]Fixed issue where extracting ore and being far away or being dead when it triggered would not take your mastery or region buffs into account.[/p]
  • [p]Fixed main menu screen showing up for half a second before the intro movie plays.[/p]
  • [p]Fixed loading screen showing the wrong message after logging out to the main menu.[/p]
  • [p]Fixed an issue that caused wars that were canceled to return on server reboot.[/p]
  • [p]Fixed an issue where a guild that had war declared on them could start a siege against the war declaring guild but still allowed for the war to be cancelled. Now the war should not be able to be cancelled while a siege is pending or active between the guilds.[/p]
  • [p]You can no longer enter a vehicle without crim actions enabled.[/p]
  • [p]Fixed issue where spawning from an ether portal and dying to guards instantly would cause you to not lose spirit boxes.[/p]
  • [p]Fixed an issue where logging in with trinkets which gave you attributes would not always update the affected skills properly.[/p]
  • [p]Fixed issue with magic combat not correctly reporting the final damage.[/p]
  • [p]Fixed some buffs and debuffs not being affected by the debuff duration and buff duration orbs.[/p]
  • [p]Fixed issue that made guildflagged houses that got destroyed generate territory while they were in the destroyed state. Houses now instead lose their guild flag as soon as they are destroyed.[/p]
  • [p]Add logout prevention to the cave close to the ocean in Necromancer dungeon.[/p]
  • [p]Increased the amount of Dile gained from pickables substantially.[/p]
  • [p]Fixed an issue which caused combat inputs initiated during a fatality to be ignored once the fatality ended. You can now for example hold to block while performing a fatality animation and once it ends your character will begin the inputted action, unless you are using legacy combat.[/p]

Known Issues

[p]
[/p]
  • [p]Some of the new event AI are spawning too close to / inside each other.[/p]

Into the Vault #154 | PTR Next Week!

PTR Date Next Week

[p][/p][p]The PTR for the upcoming update will begin next week on Wednesday the 25th of February![/p][p]If you missed our last development update, you can view it here on our website to learn more about what we have been working on:[/p][p][/p]

[p]Into the Vault #153 | New Lands Revealed, Next Patch Details[/p]

[p][/p][p]As usual we will be making a post just before the PTR goes up on the day with instructions on how you can get involved with the testing, along with the patch notes of what you can expect to find on the PTR server.[/p][p][/p]
[p]
[/p]

New Patch Information

[p]
As we are now further along in development of the update, there are a few additional things we have been working on which we couldn’t mention in the last update, but that we will now describe below.[/p][p][/p][p][/p]

Voice Chat Improvements

[p]The new VoIP upgrade is coming along very nicely, and we have been able to explore and tackle a few new additions that we are very excited for. One of the new things we are currently working on that wasn’t possible before with the old system, is affecting player voices in different ways based on things like whether or not your head is under water, or if you are wearing a full faced helmet or one that covers your mouth.[/p][p align="start"]Additionally we are looking into detecting whether or not the environment is occluding a direct path to someone you are hearing, such as being on the other side of a wall or around a corner and having that affect the sound. These types of additions can quickly become rather complex however, and there may yet be any number of reasons or limitations that result in us having to make sacrifices here for the sake of for example performance or stability.[/p][p align="start"]These changes should serve to make VoIP interactions much more immersive, and we can’t wait to see them in action![/p][p][/p][p][/p]

Plate Armor Stat Normalization

[p]We are also taking the opportunity in this patch to address a long standing issue related to armor variety and validity of choices.[/p][p align="start"]As many of you in the community will be intimately familiar with, certain heavy armor styles, namely Mercenary Plate, have long been slightly out of balance which results in the other plate armor styles being chosen far less often in favor of it. It is natural that hardly anyone, aside from enthusiastic fashion purists, would choose to use a style of armor that they know is less optimal competitively.[/p][p align="start"]As such, we plan to adjust the stats of the lesser used plate styles to be much closer to each other, making your choice of armor style mostly a cosmetic preference rather than for its stats.[/p][p align="start"]Now, there will still of course be differences in stats between the plate armor styles, we are not simply giving everything the same values. Instead, we have preserved the key differences between the styles while simply shrinking the amount that they vary between one another. For example, the Draconigena Armatus style will still maintain the highest piercing defence, however it will no longer have such abysmal slashing defence by comparison. In general, we have increased the viability of the lesser used styles, rather than simply “nerfed” the best one. [/p][p align="start"]Our goal with this change is to allow all of you to choose the style of armor that you enjoy most aesthetically, without having to make compromises in terms of competitive viability in doing so should your preferences not align with the “meta” option.[/p][p align="start"]We will have our ears wide open for feedback about this during the PTR testing phase, and we will also include some questions about it in the PTR feedback questionnaire so you can let us know what you think before it goes live.[/p][p][/p][p][/p]

Standing Loss for Killing Pets

[p]With the changes to murder count detection which we announced in our previous development update, it opened up the potential for certain issues to become more prevalent, such as for example killing someone’s pet in order to check what is inside its bags (or simply to inconvenience the owner) before riding away without engaging with the pet’s owner in order to avoid a murder count and standing loss.[/p][p align="start"]To mitigate this while also addressing a long time complaint, we have enabled standing loss, based on the region you are currently in, to occur when killing an innocent person’s pet, provided you are not in the wilderness, and the owner has not assaulted you first, or is not a criminal or murderer themselves. This standing loss will occur instantly, and only applies for the single player who actually kills the pet.[/p][p align="start"]We plan to introduce this new mechanic with a standing loss of -2 when killing an innocent pet, with the goal being to lessen the prevalence of both the above mentioned unsatisfying engagements where pets are killed without engaging with the owner, as well as to mitigate pet killing in lawful towns, as doing so can now lead to becoming exiled due to negative standing.[/p][p align="start"]We are very interested in your opinions about this new mechanic, and so we will naturally be including some questions about it in this patch’s PTR feedback questionnaire after that begins and you have had a chance to test it out.[/p][p][/p][p] [/p]

Prominence Upkeep Balance

[p]In this next patch we plan to increase the amount of Prominence drained by certain high value structures substantially. [/p][p]This is coming as a result of the current values being so low that the Prominence drain on most Territory Control structures is an after though, and not generally considered impactful. [/p][p]This is the case for a number of reasons, however a notable one is that the original values have not been rebalanced since the introduction of tasks, in particular the introduction of the Daily tasks, which gives us an extremely reliable metric of how much Prominence an average guild of a certain number of people can earn at a minimum each day. This value now far surpasses the daily drain of Prominence from most structures, hence the planned increases.[/p][p align="start"]The exact adjustments will be announced along with the full patch notes of the PTR, however you can expect them to be quite impactful.[/p][p align="start"]
[/p]

Tindrem Arena Hub Improvements

[p]Whilst the end goal is to eventually expand the Tindrem arena with new features such as organized and automated matches and events of various types, we wanted to take the opportunity in this patch to update the Tindrem Arena with a few changes that will hopefully make it more of a useful hub for both officially hosted and player hosted events in the meantime.[/p][p align="start"]Some of these changes include the addition of banks and red priests inside the “fighters quarters” areas on either side of the arena, as well as immobile but extremely powerful sentry guards to keep everything lawful. Murderers and negative standing players will be allowed to enter the arena, but if you turn grey while inside the arena these sentries will defend the area with deadly efficiency.[/p][p align="start"]The first simple event we plan to host after this patch goes live, will be a simple gathering event inviting everyone to the Tindrem Arena to mingle and have fun duelling and talking to each other.[/p][p align="start"]Although we will be making use of it for official Star Vault hosted events as well, the majority of the time the area will be open to you all in the community for hosting your own player run and facilitated events in a reliable and largely safe-from-interference environment.[p align="start"]We will announce the planned gathering event after the patch is live, and we look forward to seeing you there![p align="start"][p]

Miscellaneous Fixes

[p]As usual, there will also be a long list of smaller fixes and improvements, as well as balance adjustments to some spells in the full patch notes. Look out for them on Wednesday next week![p]

[p][p][p]Naturally a large focus of the team is also working hard on the new upcoming North American server continent Sarducaa, with more teasers to come on that in the future as well.[p][p][p]Note

Please keep in mind that as development progresses, any details described above may change or be adjusted where necessary.[p] [p][p]See you next week on the PTR,[p][p]The Star Vault Team

Into the Vault #153 | New Lands Revealed, Next Patch Details

New Lands Reveal Teaser

[p][/p][p]Last night during our latest development stream, we revealed which new continent we have been working on, check out the reveal teaser video below before reading the rest of this post![/p][p][/p][p][/p]
[p]
[/p]

New Continent Information

[p]
As you will have gathered from the teaser, the next continent being worked on is indeed the strange and enigmatic land of Sarducaa![/p][p][/p][p]We will be releasing more information as we progress along the road to releasing this new continent, teasing various aspects of the new land and its mysteries and inhabitants.[/p][p][/p][p]There are a few key aspects that will come alongside the eventual release of the new continent, which we find rather exciting and will share with you below.[/p][p][/p]

North American Server Location

[p]As we have said in the past, this new continent will be hosted in North America.[/p][p align="start"]We are currently testing locations in the US West region, as this allows for the most accessibility for regions which are outside the USA, such as SEA and Oceanic regions, while still providing a vastly improved latency for players within North America compared to Myrland.[/p][p][/p][p align="start"]The final location is not set in stone however, and we will continue to run tests and evaluate different options with the goal in mind of facilitating the smoothest gameplay experience on the new continent for the highest number of players throughout the world.[/p][p][/p]

Existing Character Access to Sarducaa

[p]One of the most unique and fleeting opportunities is being there at the beginning of something new, struggling alongside everyone else in a desperate scramble to progress basic skills and gather resources. Although this blooming phase has since past for Myrland, we are excited to facilitate it once again for the release of Sarducaa.[/p][p][/p][p align="start"]In order to allow for this, we will be restricting access to Sarducaa upon its release so that only new characters may travel there from Haven. We are still evaluating whether or not characters created now on Haven will be able to access Sarducaa upon its release, or if you will be required to make a new character post-release with the goal being to ensure everyone starts on an equal level. If you have any opinions about this, don’t hesitate to let us know![/p][p][/p][p align="start"]Existing characters on Myrland will not be able to set foot on Sarducaa until the construction of the bridge of Tekton has been finished, which is currently planned to take multiple months.[/p][p][/p][p align="start"]This means everyone beginning on Sarducaa for its release will be starting on equal terms, with no access to accumulated skills, wealth or items such as trinkets.[/p][p][/p]

Additional Character Slot

[p]Naturally this means players with both of their currently available character slots already occupied would not be able to participate in the beginning of Sarducaa without deleting one of them, which we obviously don’t want to unfairly force anyone to do.[/p][p align="start"]As such, we are looking into possibilities for a third character slot, with more details on exactly how that will work to come in the future.[/p][p][/p][p] [/p]
[p]
[/p]

Next Patch Details

[p]
Alongside the new continent, we are also working on a few new updates which are planned to be released before Sarducaa, the first of which is planned to contain the following items:[/p][p][/p]

Proximity Voice Chat Upgrade

[p]VoIP is a core aspect of our game, as it facilitates the kind of immersive and personal feeling interactions that really thrive in a sandbox style game.[/p][p][/p][p align="start"]As such, we want to provide the best VoIP experience we can, and to that end we have committed to upgrading the in-game VoIP system to be even better, by converting player voices to exist inside the 3D space of the world rather than just as separate audio which changes in volume based on distance.[/p][p align="start"][/p][p align="start"]After this upgrade, player VoIP should sound more natural and as though it’s taking place within the environment in which you are hearing it, in addition to improved falloff range so you can also hear people talking from further away rather than the sudden and rather close cutoff point we have now.[/p][p align="start"]
[/p]

New Automated Event System

[p]We have been working on adding support and creating the content for a new dynamic event system, which will serve to make AI encounters throughout the world less predictable and more interesting.[/p][p][/p][p align="start"]These events, at least initially, will come in the form of various types of AI groups that may spawn at and occupy many locations across the map, such as dangerous groups of individuals like deserters from the Tindremic military, profiteers from other continents, crazed lunatics, bandit outfits or even the Greedy Steintroll, equipped with a collection of shiny objects they have amassed. [/p][p][/p][p align="start"]Essentially what we are implementing in this next patch is the foundation of a system that can be easily expanded on in the future to offer new dynamic content. These groups can spawn all over the map, at various POIs or locations in the world where you might run into them.[/p][p][/p][p align="start"]The Greedy Steintroll specifically can spawn inside dungeons as well, so you’ll have to be on the lookout to not miss out on what he might have.[/p][p][/p][p align="start"]These groups of AI will also naturally have quite the appealing loot table, so it will always be a good idea to detour from your travels if you happen upon one of them.[/p][p][/p][p align="start"]Currently we plan to send a server message when one of these events has started, however we will not tell you the exact location of it, simply to convey that “something has happened”. However we are open to feedback about this, as there are not insignificant arguments to be made for alternative approaches here.[/p][p align="start"][/p][p][/p]

Trinket Re-Balance

[p]A longstanding balance concern has been the gap in power available to newer players when compared to veterans who have, through either immense luck or accumulating enough wealth to purchase them, obtained trinkets which offer substantial advantages in offensive and defensive potential.[/p][p][/p][p]This was largely due to the rarity and stat scaling of lower tier and more commonly available trinkets being substantially lower and worse than higher tier and rarer ones, which has been unfortunately inverted when compared to the desired and optimal balance for them.[/p][p][/p][p]As such, in the next patch we have rebalanced T1 and T2 trinkets (Cuprum & Silver) and their gems (Red Coral & Amethyst) to be able to reach notably higher values compared to before, which effectively means a decent trinket will now be much more accessible to all players, while a substantially rarer trinket will still offer an increase in potential power, albeit a much smaller one.[/p][p][/p][p]For example focusing on potential damage gained from Rings, previously T1 and T2 gems could only reach as high as +2% for Red Coral and +5% for Amethyst, whereas the T3 gem (Topaz) and higher were capable of reaching +11% damage. This has been rebalanced to allow for a maximum of +5% on a Red Coral and +9% on an Amethyst, while Topaz and higher remain unchanged at +11%. This rebalance applies not only to damage bonus effects, but all possible trinket and gem effects on T1 and T2 trinkets.[/p][p][/p][p]This buff to lower tier trinkets should also ensure that they are not simply deleted as worthless loot anymore, as each one now has the potential to roll very respectable stats, even if doing so still requires some luck due to the low chances on rolling the highest possible stats.[/p][p][/p][p]The main benefit from increasing in trinket tier now comes from the addition of more effects being rolled.[/p][p][/p][p]Additionally, we want to take this opportunity to clear up a few things about how trinket stats are rolled, and mention a possible renaming of one of the trinket effects to be more clear as to what it actually does.[/p][p]When a trinket is identified, or rerolled using Flux, it rolls a certain budget of “power” that it can spend on the rolled effects, and this power budget can roll to be larger in size as the tier of trinket and gem increases. Trinket effects and Gem effects also have separate power budgets, which is how you can have a lower tier trinket metal with a higher tier trinket gem (such as a Silver Ruber), and roll a high stat value for the gem effects.[/p][p]When a stat is then rolled, the trinket rolls how much of this budget of “power” it will spend on the stat, such as Slashing Damage, which determines how high the stat value will be out of its maximum. It can be helpful to think of this as the stats stealing the available power from the trinket metal or gem in order to increase their value.[/p][p][/p][p]This happens for each stat rolled.[/p][p][/p][p]When you use rings which offer you “Gem Effect Luck %” and “Trinket Effect Luck %”, you are additively increasing this power budget when the trinket is identified or re-rolled using Flux.[/p][p][/p][p]This means that it is always more beneficial to roll a trinket while having high values in these stats, as it is essentially increasing the potential power for the trinket to roll higher stats, or multiple stats higher than you would otherwise be able to.[/p][p][/p][p]Note “potential power”, not guaranteed power, as each stat can still roll a low value on a trinket, and waste the remaining power budget, however rolling high values while having these effects active will almost always be more beneficial.[/p][p][/p][p]As such, we are considering renaming these stats from “Trinket Effect Luck” and “Gem Effect Luck” to “Trinket Effect Potential” and “Gem Effect Potential”, as it represents the higher potential you have for better stats when rolling a trinket, however it must also be noted that these “Effect Potential” stats do not allow you to roll beyond the maximum strength value for any given stat.[/p][p][/p][p]We have also replaced all of the not-yet implemented skills which appear on Amulets with new ones that were not previously available on a trinket.[/p][p][/p][p]These are the skills we changed and which ones they have been swapped to:[/p]
  • [p]Snooping > Scribing[/p]
  • [p]Pilfering > Anatomy[/p]
  • [p]Lockpicking > Mounted Magery[/p]
  • [p]Animism > Elementalism Spells[/p]
  • [p]Brawling > Poleaxes[/p]
  • [p]Unarmed Techniques > Poleswords[/p]
[p] [/p][p]These skills will recalculate to the updated skill once equipped.[/p][p][/p][p]We have also adjusted the maximum amount of Stamina which can be rolled on a Ring, as previously Stamina used the same stat range as Health and Mana, which meant it was comparatively a lot lower in value as a stat due to the player Stamina pool being so much higher numerically on average compared to Health and Mana. Now it will be possible to roll a decent amount of Stamina on a Ring such that it doesn’t feel like a waste or a bad roll.[/p][p][/p][p][/p]

Addressing Griefing Issues

[p][/p][p]It is no secret that along with the benefits, freedom and virtues of a sandbox style game, often come difficult scenarios to deal with and work around. [/p][p align="start"]One such area is the ability for players to “grief” others in various ways, seemingly without consequence at times. This can manifest in various ways, however we have addressed a few common ones in this coming patch which we believe needed the attention.[/p][p][/p][p][/p]

Lootbag Opening Priority

[p]In the next patch there will be a “Lootbag priority” mechanic in place whenever a player kills an AI.[/p][p align="start"]This ensures that only the player who actually contributed the most to killing the AI is able to open its Lootbag once it dies. The way it works is that only the player who earned the most Glory from a kill, typically achieved by contributing the most damage toward the AI, will be able to loot the bag for the first 10 seconds after it spawns.[/p][p][/p][p align="start"]This ensures it is no longer possible for someone to run up and “last hit” an AI in order to quickly steal the loot and then run away, especially as lootbag spawning can at times be slightly affected by large differences in latency to the game server, resulting in a less than optimal situation where it can feel like you aren’t even able to loot the things you are killing if someone persistent is nearby.[/p][p][/p][p align="start"]Lootbags which are “Locked” to you will appear tinged purple (this may change as development progresses), and will swap to their normal color and appearance as soon as they are free to be opened by anyone.[/p][p][/p][p align="start"]Guild members are still able to open each other’s lootbags or lootbags of AI killed by other guild members freely without restriction.[/p][p align="start"][/p][p][/p]

Better Murder Count Identification

[p]We have also made some adjustments to how murder counts are identified after a player dies, with the goal being to lessen the ability for players to hand out murder counts to other players that had relatively nothing to do with them actually dying. The intention here is that only the players who actually played a notable role in your death should appear on the murder reporting list.[/p][p][/p][p align="start"]As many of you in the community will be aware, some common tactics for abusing this would include being hit by another player, even if for zero damage, and then jumping off a cliff or running into aggressive AI in order to get yourself killed and be able to report them for “murder”.[/p][p][/p][p align="start"]These kinds of abuses of the system which subvert how it is intended to function and result in excess and at times superfluous murder reports being handed out are exactly what we are targeting with the following changes:  [/p]
  • [p]You must have been hit by another player within 2 minutes of your death to murder count them.
  • [p]You can’t murder count someone if you die to fall damage.
  • [p]You can’t murder count someone if you die to non-player-controlled AI.[TAG-301]
[p][TAG-305]

Pushing AI

[p]Another issue many people will be familiar with, is one that can often happen by accident and without malice. I am referring of course to pets being used to block doorways, entrances or really any smaller space or opening. Outside towns this can often result in seemingly the only remedy being to attack and kill said pet, which would have allowed the owner to report you for murder using one of the previously mentioned abuses, had they not been resolved in this patch.[p][p align="start"]Still, you should not be required to attack a pet or risk going criminal in order to move through a doorway, and so in this next patch you will now be able to push AI out of the way if someone “parks” their pet in an annoying spot, and it will return to its original position after a few seconds. There is no risk of turning criminal if you push a pet many times at once, as the pet can only be pushed once before returning to its original position, at which point it may be pushed again if necessary.[p][p]

Counter Armor Increase

[p]Ways to combat the inherent disadvantages of fighting outnumbered in order to give the few better odds against the many are always close to the surface of conversation surrounding game balance, and although we have various avenues of affecting this, one existing mechanic that we have not touched in a long time but is highly relevant to the topic is Counter Armor, the mechanic responsible for the \[Counter Reduced] combat message you may be familiar with.[p][p align="start"]This mechanic works by reducing the damage taken while you are performing a riposte after you have parried. Conceptually what is happening here is that your attack is interrupting or intercepting those of your opponents, such that they lose efficiency and lower their resulting damage.[TAG-330][p][p align="start"]Gameplay-wise, this mechanic exists primarily to allow players to perform attacks after parrying while outnumbered and be able to dish out some damage without fear of taking several full damage hits as they do so. It allows for the outnumbered player to still be aggressive and take the initiative, which is often necessary to performing favorably in such scenarios.[p][p align="start"]And so, we have increased the damage reduction for Counter Armor from 60% to 80%, to better allow for it to perform its duties and offset the advantage afforded to larger groups of players.[p]
[TAG-340]
[p][p][p]We will be announcing the PTR date for this next patch as we get closer to its completion, and we are eager to show you more about Sarducaa in the coming weeks as well![p][TAG-350][p][p]Note

Please keep in mind that as development progresses, any details described above may change or be adjusted where necessary.[p] [TAG-360][p][p]See you in Nave,[p][p]The Star Vault Team [TAG-370]

Patch Notes 2.2.3.9

Fixes

  • [p]Fixed a bug that made loot drop very strangely if the player died while carrying relics and being in deep water.[/p]
  • [p]Fixed server side crash related to dropping relics in houses.[/p]
  • [p]Fixed a rare issue that could cause some items to not be dropped when dying.[/p]
  • [p]Fixed issues with several decorations in houses not taking up the correct space when being placed and rotated.[/p]
  • [p]Fixed issue where you could place decorations that ended up halfway outside of the house. (This will not fixed furniture already placed halfway through houses)[/p]
  • [p]Fixed a rare crash when initiating a fatality.[/p]
  • [p]Fixed crash related to refreshing the list of spellbook spells.[/p]
  • [p]Fixed bug that caused the player to fall to the ground when aborting Wayshrine travel.[/p]
  • [p]Fixed bait quantity not updating when catching a fish.[/p]
  • [p]Fixed Issue causing enabling settings "thrust as default attack" and "direction modifiers charges attacks" to make key binds for left and right attacks result in Thrusts.[/p]
  • [p]Fixed crafting messages that turned to garbage when failing to craft using for example Crustacean Carapace.[/p]
  • [p]Updated Oghmir clade gift "Rock Solid" benefits to work while moving to work with speeds up to 300 instead of 200.[/p]
  • [p]Buffs cast by the opponent are now removed at the end of the duel.[/p]
  • [p]Fixed an issue that caused wars that was canceled to return on server reboot[/p]

Patch Notes 2.2.3.8

Fishing

  • [p]Added the ability to see what nearby players are catching while fishing together.[/p]
  • [p]You can now see the fishing rod bending for players if they manage to get something on their hook.[/p]
  • [p]You now only lose a maximum of one unit of Line when failing to catch a fish.[/p]
  • [p]Fixed bug where you could not weapon swap or leave combat mode if you were swimming with a fishing rod in combat mode.[/p]

Changes

  • [p]Krampos has now left Tindrem.[/p]
  • [p]The damage resistance of the Oghmir clade gift 'Rock solid' now remains active when moving slowly (walking) as well as standing still.[/p]
  • [p]Removed an outlaw spawner too close to a Wayshrine.[/p]
  • [p]Improved subsystem ticking structure.[/p]

Fixes

  • [p]Fixed UI issue that showed negative mastery points for the first level of mastery.[/p]
  • [p]Fixed issue with recent trades being sorted the wrong way when being sorted by time.[/p]
  • [p]Fixed an issue where buildings set to demolish while not being in guild territory would demolish much slower than buildings that were inside guild territory.[/p]
  • [p]The debuff Slow no longer affects AI marked as bosses.[/p]
  • [p]Fixed an issue with stunned states causing many different things, such as mercy mode or shock debuff not correctly resetting AI attacks and making them attack out of sync.[/p]
  • [p]Fixed an issue where elementalism spells could cause very strange behavior when they were used to put an AI into mercy mode.[/p]
  • [p]Fixed a lot of AI buffs that increased AI attack speed not working as intended. This impacts both Beast Mastery skills and other AI, including some bosses.[/p]
  • [p]Fixed issue with AI Haste buffs incorrectly decreasing attack speed instead of increasing it. This affects Beast Mastery skills and AI/Boss fights.[/p]
  • [p]Secondary characters can now transfer houses to new owners instead of this having to be done from the first character.[/p]
  • [p]Fixed an issue with the Training Dummy xp cap not working as intended.[/p]
  • [p]Fixed bandage typo in the tutorial for resting.[/p]
  • [p]Using a combat ability now cancels “Use/Interact” actions.[/p]
  • [p]Fixed an issue where vendors would not accept trades even when you had enough space in your inventory[/p]
  • [p]Fixed an issue that sometimes caused combat abilities to play in slow motion.[/p]
  • [p]Fixed a bug where melee weapons dealt damage to structures with 100% defence if you had Aggressive Stance.[/p]
  • [p]Fixed a priest in the Hyllspeia region that was blue instead of red as intended.[/p]
  • [p]Added missing no-build zone to a POI.[/p]
  • [p]Added missing no-build zones to Necromancer Dungeon exits.[/p]
  • [p]Fixed an exploit that allowed fatalities to be used to clip through obstacles.[/p]

Patch Notes 2.2.2.79

[img src="https://clan.akamai.steamstatic.com/images/36342874/facc4faa00cd2cc7802ab009f5ce2a251fcd0e55.png"]
Events

  • [p]Krampos Buccus has returned to Tindrem for the Raffle of Caerus! Seek out the burning house in Tindrem's main district and plunder the belongings of one most unfortunate Tindremic noble.[/p]
  • [p]Added a new rare Krampos house decoration item to this year's raffle bags.[/p]
  • [p]Added support for a new type of random events.
    [/p]

Veterancy / Account Items

  • [p]Added 10 new Legacy versions of the bloodline capes, which have been recreated as they were from their original Mortal Online 1 designs.[/p]
  • [p]Added a new seasonal "Cloak of the Hearth", currently temporarily available for 10 Veterancy instead of 50.[/p]
  • [p]Added 10 new fatalities, one for each weapon group that can be bought with Veterancy.[/p]


Territory Control

  • [p]Supply Goods now award Glory equal to 50% of the Supply gained from the hand-in, instead of 3%.[/p]
  • [p]Taking control of a Siege Machine will now make a player criminal.[/p]
  • [p]Taking ammo from a Siege Tent will now make a player criminal.[/p]


Duels

  • [p]The Ranked Duelling season and score leaderboard has been reset.[/p]
  • [p]Changed the ELO calculation for season 2 so that score increases and decreases much faster, allowing players to enter the higher tier ranks.[/p]


Balance

  • [p]Adamant no longer has a passive component. Instead, while active, it reduces all incoming magic damage by 10%, while increasing physical damage taken by 10%.[/p]
    • [p]Developer note:
      This change was made due to the previous passive component of Adamant being active and thus providing +10% physical damage mitigation for the vast majority of time, which made Thursar characters far more passively "tanky" than intended. Now the Clade Gift will be behaving closer to its intended effects, and be a situational trade-off that allows for increased Magic damage mitigation at the cost of increased physical damage when activated.”[/p]
  • [p]Increased the impact radius of the Starshower spell's meteors by 50%.[/p]
  • [p]Last patch Mental Leech was changed to ignore magic reflect, and this was missed in the patch notes.[/p]


UI

  • [p]Expanded map visibility filtering to include: Points of interest, Wayshrines, Relics and Tasks.[/p]
  • [p]Removed “\\n\\n” from Elementalism spell descriptions.[/p]


Server

  • [p]Improved client session logs extensively to troubleshoot player login issues.[/p]


Bug fixes

  • [p]You can now trade with other players while mounted.[/p]
  • [p]Fixed an issue where dealing enough damage to the doors of damaged houses with melee weapons would not open them.[/p]
  • [p]Fixed an issue where paying upkeep while inventory was full would cause you to lose money but not add to the paid upkeep.[/p]
  • [p]Fix issue where you could deposit a bag with 16 items for example, if you had a single bank space left.[/p]
  • [p]Fixed a bug where claiming stone could not be removed if guild was disbanded.[/p]
  • [p]Fixed an issue where pets would try to follow the owner who was too far away.[/p]
  • [p]Fixed Gaur broker category.[/p]
  • [p]Fixed an issue where the Essence Orb effect 'Etherwold move speed' was not applying the intended speed.[/p]
  • [p]Fixed an issue where the show password button wasn't working.[/p]
  • [p]Fixed bug that caused relics to disappear from player’s hands.[/p]
  • [p]Fixed bug that caused relics to disappear when removed from reliquaries.[/p]
  • [p]Fixed bug where spiritboxes would not drop when teleporting to the nearest wayshrine.[/p]
  • [p]Fixed issue with ambient sounds leaking into the Etherworld after upgrading Unreal. Engine versions.[/p]
  • [p]You can no longer lift decorations from a house while having a full inventory.[/p]
  • [p]Fixed bow crafting presets not correctly saving or loading.[/p]
  • [p]Fixed pet equipment crafting presets not correctly saving or loading.[/p]
  • [p]Fixed not being able to set the preset in the pet equipment crafting window.[/p]
  • [p]Fixed hole in jungle dungeon where only small players could fit.[/p]
  • [p]Fixed issue that left broker items on the server even after a character was deleted.[/p]
  • [p]Fixed issue with scrolls that were added to the broker not correctly ending up in the correct magic school. All scrolls sold after the patch should do so.[/p]
  • [p]Fixed issue with the debuff mana drain that could cause mana to go below 0.[/p]
  • [p]Updated the calculation for how close you have to be to open pet bags. This fixes issues with very large pets not moving close enough when following for you to open the bags.[/p]
  • [p]Fixed issue with broker filter for Spiritism spell damage.[/p]
  • [p]Pet Broker Recent Trades now correctly show the amount you sold a pet for.[/p]
  • [p]All ritual pets now drop Ash when killed. This fixes the issue with ritual pets that died with armor having their loot go away very early due to the loot only containing a single item.[/p]
  • [p]Fixed AI pathing issue around L-shaped player houses that got reintroduced in the previous patch.[/p]
  • [p]Fixed issue where AI could take a shortcut through a house corner if they just left the entrance.[/p]
  • [p]Fixed an issue that could cause the radial menu to stop functioning.[/p]
  • [p]Removed older no longer existing books from brokers buy order list.[/p]
  • [p]Fixed a bug where you couldn't stable pets if your inventory was full[/p]
  • [p]Fixed a bug that sometimes sent pet follow commands to the wrong pet.[/p]
  • [p]Fixed issue that made it so that you could get murder counts on a new character after deleting a character with a pending murder count.[/p]
  • [p]Fixed issue that sometimes caused combat abilities to play in slow motion.[/p]
  • [p]Fixed a lot of EOS statistics and achievements.[/p]
  • [p]EOS journal entries should now save correctly.[/p]
  • [p]Fixed steam achievements for Fatalities.[/p]
[p]

[/p]

Patch Notes 2.2.2.64

Changes

  • [p]You now gain much less Glory when doing a supply run.[/p]
  • [p]Fixed a "player Archery-specific" damage bug, where certain Clade Gift buffs, Mastery buffs, Essence Orb effects & the Combat Ability 'Brace' effect were being calculated twice when affecting archery damage.[/p]
    • [p]This included damage increases and decreases. Effects such as Oghmir 'Stone skin', 'Rock Solid', 'Warcry'. Thursar 'Adamant', Human 'Tactician', Mastery dmg to AI, 'Low Health Damage Bonus' were affected.[/p]

Magic

[p]The Mental Leech spell has been over-performing since its last balance adjustment, where it went from being never used at all to being a little too good.[/p][p][/p][p]There was essentially no downside to casting the spell all the time and extremely quickly draining all the Mana of your target. This is mostly due to the amount of Mana being drained per tick heavily scaling with the casters Intelligence, so this has been lowered, along with the cast time having been adjusted to be a little longer, giving enough time for the target caster to read that the spell is being cast, and prepare a Purify if they're fast enough to counter the Mental Leech and not lose much or any Mana from it.[/p][p][/p][p]This allows a skillful counter to the threat of another caster draining your Mana constantly 100% of the time, while if left unattended, the Mental Leech will severely place advantage on the caster regarding Mana economy, which often is the determining factor for a mage duel.[/p]
  • [p]Mental Leech base "damage" (amount of Mana transferred every second, before Intelligence Spell Power bonus is applied) reduced from 3-5 to 1-1[/p]
  • [p]Mental Leech Mana Cost reduced from 8 to 5[/p]
  • [p]Mental Leech Cast time increased from 1.2s to 1.6s[/p]
[p][/p]

Emotes

  • [p]You can no longer use certain emotes while mounted, due to the potential for clipping inside the mount.[/p]
  • [p]Fixed the Pledge Emote not correctly limiting emote movement to the upper body while auto walking and performing the emote at the same time, causing the player to slide around on the ground.[/p]

Combat Abilities

  • [p]Fixed Strength requirement calculation not applying correctly when using bow combat abilities while mounted. This fixes the issue with players being able to use combat abilities like Snap Shot with bows far above their current Strength.[/p]
  • [p]Using a combat ability now cancels “Use/Interact” actions.[/p]
  • [p]Fixed Energise incorrectly only increasing Mana regeneration by +30% instead of the intended +100%.[/p]

Tasks

  • [p]Fixed one of the Shinarian Labyrinth Caravan tasks not having Sidoian Warriors as it should.[/p]

Pets

  • [p]Fixed issue that made “All pets” commands not always work.[/p]
  • [p]Fixed a rare issue that made it so that you would not logout with your pet.[/p]

UI

  • [p]Fixed bank UI bug, trying to create an itemlist would instead add to a previous itemlist if it had the defaulted name.[/p]
  • [p]You can now search the bank for a specific item list, for example "Swords" or "Fruits", which will show all the items stored in the bank under that list.[/p]
  • [p]When searching in the bank, only the item lists which contain filtered items will be displayed.[/p]
  • [p]Fixed bank issue where player-crafted potions would appear under 'Vials' instead of 'Potions'.[/p]
  • [p]Fixed being able to rename a Favored list to something that already existed, causing conflicts and odd behaviors with existing lists.[/p]
  • [p]Fixed UI broker crash when trying to set the maximum search value to negative.[/p]

Territory Control

  • [p]Fixed issue where the new Keep no-build zones outside keep walls and gates were not activated correctly.[/p]
  • [p]Fixed an issue causing Region buffs from Keeps to sometimes not be applied correctly.[/p]
  • [p]Fixed the “Butchery Yield” Region buff to now work correctly when being enhanced by a connected Keep.[/p]

Relics

  • [p]Trying to pick up Relic equipment with a full inventory no longer removes the equipment from the world.[/p]
  • [p]Fixed issue where relic items would not be pushed out of houses properly when dropped inside. Relic items should now end up on the ground outside or fallback to the front door. This fix does not apply to TC buildings.[/p]
  • [p]Fixed issue where Relics would disappear while players were carrying them or when removing one from a Reliquary.[/p]

Fatalities

  • [p]Fixed an issue that would cause players to sometimes become permanently stuck when executing a fatality on an NPC[/p]
  • [p]Fixed issue with Fatality unlocks not correctly being checked everywhere.[/p]
  • [p]You can no longer perform a Fatality that will make you go criminal unless you have toggled criminal actions on.[/p]

World

  • [p]Fixed Celaeno cave light issues.[/p]
  • [p]Fixed issue where player buildings on the surface could affect AI navigation in dungeons below.[/p]
  • [p]Fixed collision on rocks outside of Meduli that allowed you to hide inside them.[/p]