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

Mortal Online 2

Patch Notes 1.0.17.61

Added

  • Added a new general feedback message for when spells hit after cast but don't deal damage. Useful for AoE's that add debuffs but don't do damage or apply effect on cast.


Changes

  • Minimum rank for gate operation reduced from rank 4 to rank 2.
  • You can now always manipulate decorations when you are the owner of a guilded building. Rank 7 and above can also manipulate decorations in guild owned buildings.
  • Enemies from dynamic spawners will now leash when they lose aggro.
  • Increased bandage distance for pets by 1 m.
  • Fixed issue with supply towers and some supply lines not being able to pay upkeep due to not being in a guild territory.
  • Updated collisions on several buildings so that players can target and attack through open windows.
  • Elementalism Spell Water Ward now has no player collision and only acts as a block for projectiles and attacks.


Fixes

  • Hopefully fixed the issues with the broker.
  • Fixed missing sounds from Manganon fire pots.
  • Fixed floating trees outside Toxai.
  • Fixed crash in movement component due to an infinite recursion while switching physics states.
  • Improved node stability.
  • Adjusted a no build zone near a POI that interfered with a stronghold.
  • Fixed bug where the distant version of houses would go invisible instead of showing a lower level of detail.
  • Fixed a couple of rare client side crashes in the chat system and the criminal actions enabled check.
  • Fixed bug that got introduced with TC where you would bandage yourself instead of the mount depending on where you aimed at it.
  • Fixed an issue with the spell Stone Wall where its volumes and vfx were not matching. You cannot walk through the spell anymore.
  • Fixed an issue where spells starting in the same house volume as its caster (like inside of their own house or keep) would cause the projectile to collide with the buildings volume on server causing instant collision.
  • Stability updates to the server.


Known Issues

  • Siege machines will stay in the air when the walls or buildings they are placed on are destroyed.
  • The option “Aim with arrow tip” in the game settings is currently broken and arrows will release into the ground.

Patch Notes 1.0.17.59



Greetings Mortals!

Prepare for a monumental shift in the world of Mortal Online 2.

With the introduction of territory control you can now claim land for your guild, expand your influence on the realm, construct settlements and grow in power.

You will not be the only one vying for control of Myrland however, so be prepared to engage in large scale siege warfare as the strongest powers collide and compete for dominion over the land.

The two new groups of Emanation and Arrangement bring 20 new Elementalism spells to the world of Nave, allowing magic users to expand their possibilities and effectiveness with totally new mechanics.

All this and so much more is now available in this patch. Please give the notes below a read and let us know what you think!

We have also put together a helpful "Getting started with Territory Control" manual over on our website which we encourage you to view here: https://www.mortalonline2.com/help-center/gameplay-help/getting-started-with-territory-control-and-sieging-manual/

See you in Nave!

Main Features

  • Added Territory Control mechanics with many territory control related structures.
  • Added Sieging mechanics.
  • Added two siege engines, the Manganon and Ballista. Both stationary and mobile variants.
  • Added new Titles.
  • Added Campodon armor.
  • Added two new banner colors.
  • Added 20 new elementalism spells, in the groups Emanation & Arrangement.
  • Several client side and server side optimizations. See details below.

Guilds

  • Fixed issue where kicked guild members would remain in the guild member count. We have cleared existing guilds of kicked members. Please report if you still have guild members stuck in your guild list.
  • Fixed issue with guild members coming back into the guild list when server restarted.
  • Added a guild rank 4 requirement for operating keep gate levers.
  • Added a guild rank 7 requirement for manipulating decorations in guild buildings.
  • Renamed certain guild ranks.

Archery

  • Drawing a bow will no longer cancel immediately when getting close to walls and objects, only when getting extremely close. Instead the arms will adjust to avoid the environment.
  • Fixed issue where players could launch arrows through walls by standing too close to it.

InGame Map

  • Updated the visuals of the ingame map to display territory control information.
  • You no longer need the map item in the inventory to see the Myrland map when you press M.
  • You can now zoom the map and move it around.
  • Loot and Pickables
  • POI containers such as barrels, chests, urns etc have a bit higher refresh rate for new loot.
  • Make pickables easier to target and interact with by improving the collision to better match the visual mesh. (pickables are objects like karotons or salt crystals)

Magic

  • The effects of multiple Elementalism Emanation spells no longer stack.
  • Casting Crawling Hands will now flag you as a criminal.
  • Lava Flow base damage decreased from 2224 to 2022
  • Lava Ball base damage increased from 2228 to 2630
  • Comet base damage increased from 2333 to 2535
  • Torrent cast time decreased from 2.5s to 1s
  • Fixed an issue where no sounds were played for some spiritism spells.
  • Fixed an issue causing Roaring wind to hit more often than intended.
  • Akh bond will no longer transfer to a random pet when the original was not found.
  • Lava Flow base damage decreased from 2224 to 2022.
  • Lava Ball base damage increased from 2228 to 2630.
  • Comet base damage increased from 2333 to 2535.
  • Comet now requires 2 Salt instead of 1 Salt Crystal
  • Boulder now requires 10 Granum Pile instead of 5 Flakestone
  • Torrent cast time decreased from 2.5s to 1s.

Mounts and Pets

  • Updated the appearance of Campodon bags.
  • Fixed a bug where your mount would not take fall damage if you died from the fall.
  • Fixed an issue where a mount that changed between young/adult/alpha while swimming would drop to the floor and stay under water.
  • Mounts are now forcefully pushed towards the surface while swimming to ensure they stay afloat until we add buoyancy rules. There were a few scenarios where players managed to stay below the surface.
  • Fixed issue where mounts had a lesser step height than players. This caused mounts to be unable to step over objects that a player on foot would.

Characters, Creatures and Spawners

  • Rebalanced the Glory reward of many creatures. Hostile animals now award more Glory overall.
  • Multiple variations on dynamic spawners added or updated across Myrland.
  • Added an extra leash check to leash AI that is stuck.
  • Adjusted the spawning radius of several troll spawns in the world.
  • Fixed issue with NPCs sometimes looking straight down into the ground or being horizontally rotated due to a bad path update.
  • Springbok collision was adjusted for elementalism to fix spells going through them.
  • Fixed a bug where a player would "run in the air" if they got launched into the air without jumping first.
  • Fixed a bug where the player would not rotate along with the object they were standing on.
  • Fixed the bad falling animation for horses that had a broken loop.
  • The bandits who captured the Tindremic Officer now give glory, although less than other bandits.
  • Buildable Placement updated
  • Adjusted the placement rules for buildings. Buildings should now be a bit easier to place.
  • Adjust the way the minimum range between player owned structures is handled. In certain cases you should now be able to build houses slightly closer to each other.
  • The placement mode for structures now attempts to automatically raise the object being placed in order to clear any clutter on the ground (Rocks, tall grass, bushes, etc) when the item is activated.
  • Player owned structures are now easier to place on rough terrain.
  • Buildings will now display their correct names when placed, instead of being called “building”.
  • You can no longer place structures in the Necro dungeon tunnels.
  • Update the message that is displayed when you are trying to place a structure inside of a nobuild zone. It should now make it much more clear that this is why you are unable build in a given area.
  • Removed large no build zones in front of all keeps.
  • Adjusted several no build zones in the world to be smaller.

Housing and Buildables

  • Destroyed houses/keeps will now be lootable for only the owner after being destroyed, after 48 hours anyone can loot the content of the house/keep for 72 hours then the structure is removed.
  • Fixed being able to view the contents of unrelated chests of other houses when you unlock a chest with a password.
  • Fixed client side bug where the keep gate would be closed for some players even though it was open.
  • Various collision fixes and updates to houses, keeps, and strongholds.
  • Fixed a bug causing you to not be able to loot destroyed buildings.
  • Fixed issue where players could remain standing in the air if the object they were standing on got removed, for example a house or wall got destroyed.
  • Update house password system, a quick relog will not force you to retype password to access chests/doors etc.
  • When the client thinks it has access to a chest (by having an outdated password) you will now be able to retype it again instead of simply being denied access until relog.
  • Chest UI now closes when password failed or someone changed the password.
  • Fixed a bug causing ‘access chests’ to sometimes appear empty and not able to be picked up.
  • Fix issue with keep walls allowing AI to walk through them.
  • Fixed an issue which resulted in you being unable to place decorations on certain grid cells of a house when the door was open.
  • Increased item cap for Keeps by +100 for T2 and T3.


Door Breaching

  • Players can now force open the door of a house by damaging it.
  • House doors have health, and a defence value that scales linearly with the health % of the house it is connected to.
  • This means only houses that are being sieged can have their doors opened in a reasonable amount of time. Players should be able to feel safe in their homes outside of a siege scenario.
  • The door will recover its health over a short period of time.
  • At 100% health, the door has a defence of 100%.


Attributes, Skills and Buffs

  • Fixed a bug sometimes causing you to get more skill points than intended. Players affected by this bug will notice the appropriate amount of skill points being drained from their skills upon login.
  • Fixed an issue where if you unlocked Veterinary before a change made to Animal Care, it allowed you to bypass the Animal Care requirement. This should no longer be possible.
  • Fixed bug where players affected by akh bond in mercy mode would not be killed when struck. Making it look like players were resurrected when "killed".
  • Pet buffs are now removed upon trading the pet.


Trinkets, Items and Consumables

  • Fixed trinkets not giving you the intended skill points upon login, until you reequip it.
  • Fixed an issue where drinking a potion which both purified and healed you would sometimes try to heal before purifying you.
  • Fixed a bug causing Direct Healing, Mana, Poison effects to sometimes fail to trigger.
  • Fixed the Lynx Tail item showing the incorrect icon.
  • Fixed an issue which could result in invisible items occupying slots in your inventory.
  • Fixed bug where attempting to move an item from pet bags directly into an access chest would cause it to go invisible, and vice versa.
  • Fixed mounted archery trinket bug, where two entries of the same skill bonus existed. You will now get the highest value of the two.


Flagging and Standing

  • Fixed an issue where you could report players for murder who recently attacked you if you commit suicide by eating/drinking poison.
  • Fixed an issue where crossing nodelines as a criminal would sometimes incorrectly reset your criminal timer.
  • Parcel delivery tasks now yield Prosperity instead of Glory.
  • Rebalanced the Prosperity rewards of most tasks.
  • Completing a bounty hunt now grants you Might instead of Glory.
  • Fixed a bug where Risars would reset criminal timer when hitting criminal players
  • Fixed a bug where Risars would set players as criminal when spotting their risen pets.
  • Environment and Structures
  • Fixed a few holes in various dungeons that players were falling through.
  • Fixed miscellaneous environmental art issues in the world.
  • Fixed an issue where the Kiln in Tindrem could not be used.
  • Fixed instances where players could get stuck when doors were closed on top of them.

Misc Gameplay

  • Greatly reduced the delay between landing on the ground and receiving fall damage.
  • Fixed an issue where sounds would sometimes not play from the correct location in relation to the camera.
  • Made the inner neck region black in first person so that the player can't see inside the body when looking down in some scenarios.
  • Most titles are now unhidden in the game, instead you will see progress towards the next title in the title chain.
  • Fixed a bug where you were not able to weakspot someone who had the counter damage reduction effect.
  • Fixed a bug for spiritism where you would not lose spirits if ether lore skill level was 80 or above. You now lose spirits until you reach 100 skill.


Client Optimizations

  • The following optimizations were made to reduce some of the loading stalls that players experience while traveling.
  • Fixed issue with house decoration grid which caused a long stall when a house loaded in.
  • Fixed issue with houses at far away distance loading in on the same frame causing a long stall.
  • Fixed issue with buildables loading more asset data than what was needed, this caused a long stall.
  • Disabled unnecessary physics overlap check when enabling or disabling collisions.
  • Changed the engine garbage collection settings in an attempt to reduce game stuttering. Garbage collection is a memory cleanup routine that runs in intervals and causes hitches.
  • Reduced the load time slightly for pickables.
  • Server Fixes and Optimizations
  • Several server optimizations were made during PTR to increase player capacity.
  • Fixed several leaks that would cause server lag if the server was not restarted..
  • Fixed the notorious node crash that would happen roughly once a week
  • Possible fix for a rare node crash.
  • Server now handles sections of the game with many players better by dynamically changing what packages to send to who.
  • How the server handles packages have been optimized greatly increasing the amount of packages the server can handle.


Known Issues

  • Siege machines will stay in the air when the walls or buildings they are placed on are destroyed.


Public Test Realm 1.0.17.53

This patch contains a very large rebuild of certain network-related components on the server.
It is VERY likely that the server will have issues that we will need to fix.

Added

  • Split the Master Builder into 3 vendors with the different categories of structure plans.
  • More server optimizations have been done to increase the number of players the server can handle.


Changes

  • Updated the visuals of the in-game map.
  • The stone wall spell no longer pushes players. If you are caught inside a stone wall spell you will instead be rooted in place until the wall disappears.
  • The placement mode for structures now attempts to automatically raise the object being placed in order to clear any clutter on the ground (Rocks, tall grass, bushes, etc) when the item is activated.
  • Adjusted the starting health of supply towers.
  • Replaced placeholder Chancery visuals with the new final versions for all tiers.
  • Adjusted the spawning radius of several troll spawns in the world.
  • The effects of multiple Elementalism Emanation spells no longer stack.
  • Extended the bases of all siege tents in order to make them easier to place.
  • Extended the base of the stable in order to make it easier to place.
  • Change minimum guild rank for donating to the Treasury to Rank 1 (Initiate).
  • New Elementalism spells now use the correct reagents.
  • Lava Flow base damage decreased from 22-24 to 20-22.
  • Lava Ball base damage increased from 22-28 to 26-30.
  • Comet base damage increased from 23-33 to 25-35.
  • Torrent cast time decreased from 2.5s to 1s.
  • Ice Barrier placement range increased 2.5m to 6m.
  • Ice Barrier cast time decreased from 6s to 5s.
  • Water Ward cast decreased time from 1.5s to 1s.
  • Illumination placement range decreased from 10m to 3m.
  • Illumination cast time decreased from 5s to 3s.
  • Sand Barrier cast time decreased from 6s to 4s.
  • Wellspring mana cost decreased from 60 to 30.
  • Shadow mana cost decreased from 60 to 40.
  • Conflagration mana cost increased from 35 to 40.
  • Starshower cast time decreased from 8s to 6s.
  • Stilling Mist cast time decreased from 6s to 4s.
  • Shivering Cold cast time decreased from 6s to 4s.
  • Sweltering Heat cast time decreased from 6s to 4s.
  • Stone Wall Duration decreased from 15s to 10s.
  • Keeps no longer add to the guilds treasury when paying upkeep.
  • Added an extra leash check to leash AI that is stuck.
  • Guild guards will no longer attack allies who are criminals.
  • You can no longer place structures in the Necro dungeon tunnels.
  • Update house password system, a quick relog will not force you to retype password to access chests/doors etc.
  • When client thinks it has access to a house (by having an outdated password) you will now be able to retype it again instead of simply being denied access until relog.
  • Chest UI now closes when password failed or someone changed the password.
  • Stationary siege machines may now be placed on top of keeps, keep walls, and strongholds.


Fixes

  • Fixed an issue which could result in invisible items taking up slots in your inventory.
  • Fixed an issue which resulted in you being unable to place decorations on certain grid cells of a house when the door was open.
  • Fixed another issue which prevented decorations from being placed in houses.
  • Fixed a visual issue with the Stone Cutting tent which resulted in it appearing to float above the ground.
  • Fixed Alert Tower tier 3 collision.
  • Fixed Stronghold collision issues around the stairs.
  • Fixed several issues where backup systems could fail if something on the server crashed leading to lag.
  • Ran a script to fixup guilds that had members they could not remove. Please report if you still have guild members stuck in your guild list.
  • All AI should now interact better with territory structure, they should be able to enter and exit the structure.
  • Fixed unguilded players not receiving a password prompt to open doors to structures that are claimed by guilds.
  • Fixed missing Elementalism skills in the skills window.
  • Fixed issue with guild members coming back into the guild list when server restarted.
  • Fixed bug where players affected by akh bond in mercy mode would not be killed when struck. Making it look like players were resurrected when "killed".
  • Akh bond will no longer transfer to a random pet when the original was not found.
  • Fixed bug where attempting to move an item from pet bags directly into an access chest would cause it to go invisible, and vice versa.
  • Pet buffs are now removed upon trading the pet.
  • "Fixed" Mounted archery trinket bug, where two entries of the same skill bonus existed. You will now get the highest value of the two.

Public Test Realm 1.0.17.35

This patch contains a very large rebuild of certain network-related components on the server.
It is VERY likely that the server will have issues that we will need to fix.

Fixes

  • Tentative fix for being unable to damage siege machines using elementalism spells.
  • Fixed houses not becoming lootable after being destroyed.
  • Fixed a looping sound issue when canceling the Geyser wall spell.
  • Fixed the new siege tents receiving an unintentional guild defense bonus.
  • Fixed an issue with access chests not being accessible to anyone but the owner.
  • Fixed an issue that let you access the blue priests of guilds you are not affiliated with when using the “nearest priest” button in the character UI.
  • Fixed not being able to sell Production & Supply Goods to vendors.
  • Fixed an issue with guild supply which allowed you to spend more than you have when you purchase items using gold.
  • Fixed cost of siege equipment.
  • Fixed issue where house would get removed once the 48 min timer ended instead of being lootable. You can now also see the timer in the house sign.
  • Fixed a couple of typos.
  • Fixed house settings in the UI being shown to anyone in the guild when they should only be shown to the owner of the house.
  • Fixed a couple of node crashes.
  • Guild structures should now spawn npcs once fully constructed instead of when they have above 75% health.
  • Fixed a crash that was caused by upgrading supply towers.

Public Test Realm 1.0.17.34



Territory Control PTR2 Starting July 13th – How To Join & Details

Added

  • Added mobile siege machines. You can now build a mobile Manganon or Ballista and have up to four players pushing it. The player in the main seat controls where the machine should go while others are pushing it.
  • Added Alert Towers. A new type of TC structure that will alert your guild if it spots enemies you are at war with or siege machines and siege tents..
  • Added Campodon armor.
  • Added guild-wide fanfare once a supply tower is claimed or lost.
  • Added a work in progress version of the third batch of Elementalism spells.
  • Added new Elementalism skill books, scrolls and placeholder reagent to the Magic Vendor temporarily for PTR2.
  • Added Manganon fire pot ammunition.


Changes

  • Update all pickables with a better collision shape to better match the mesh to help with targeting. (pickables are objects like karotons or salt crystals) This also reduces the load time for pickables.
  • The Siege Tent has been split up into 3 separate tents, each one containing a different type of ammunition.
  • The current TC Defence bonus is now visible in the Territory UI.
  • Casting Crawling Hands will now flag you as a criminal.
  • Guild guards have been updated. Their armor is now stronger and they do more melee damage. Their ranged damage has been reduced slightly.
  • Adjust house/structure placement logic to be more forgiving.
  • Update TC user interface elements and items to have clearer tooltips and descriptions.
  • Guilds members should now have tool-tips in the guild member list that should show all prominence and taxes the member paid to the guild last week/day/month total.
  • The Kingdom tab now shows all prominence/treasury
  • The Kingdom tab now shows all prominence/treasury per day added or removed by guild buildings.
  • Increased the max range that you may place a siege machine from a siege tent. (From 30 to 50 meters)
  • Certain Elementalism spells may now deal blunt damage to structures & siege machines.
  • Guild defence you get from holding supply lines,supply towers or supply storages now ticks up slowly instead of instantly being added when you take a new supply structure.
  • Destroyed houses no longer instantly get removed, instead the destroyed can be looted by its owner until a timer runs out, then anyone can loot the chests and after that the house is removed. For PTR the time it takes for a house before it’s free for all to loot is 48 minutes, the house is then removed from the game after 72 min.
  • You now get a guild wide message when a guild flagged building loses 5% health.
  • You now see taken supply towers on the ingame map
  • Donating to the treasury is no longer restricted by rank.
  • You can now sell production goods to vendors.
  • For PTR the rate that Stewards produce production goods has been increased.
  • Building structures will now be faster if you have the engineering skills.


Fixes

  • Fixed issue with pickables sometimes floating in the air after teleporting to a priest.
  • Fixed Rock solid clade gift not working against siege machines.
  • Fixed collision issues in various TC structures.
  • Optimized various TC structures.
  • Fixed an issue with the “Guild Upgrade” button in the Guild UI not working as expected.
  • Fixed several memory leaks on the server.
  • Made several optimizations to the server code.
  • Fixed several issues with prominence and supply on vendors.


Public Test Realm 1.0.17.27

We have put together a helpful "Getting started with Territory Control" manual over on our website which we encourage you to view here: https://www.mortalonline2.com/help-center/gameplay-help/getting-started-with-territory-control-and-sieging-manual/

Changes

  • Greatly reduced the delay between landing and receiving fall damage.
  • Changed house and structure placement logic. Increasing the height of structures should now make it easier to place them above taller grass and foliage.
  • Drawing a bow will no longer cancel when getting close to walls and objects. Instead the arms will adjust to avoid the environment.
  • The in-game map of Myrland has been updated with some additional filters and opacity sliders to let you adjust what you see.


Fixes

  • Fixed mismatched placement of territory regions in the Myrland map.
  • Fixed the issue with guards floating horizontally in guard towers. It was caused by a rare bad AI path update and we could solve it thanks to your testing in the PTR.
  • Arrows can no longer collide with Siege and Magic Projectiles.
  • Fixed issue where players could launch arrows through walls by standing too close to it.
  • Fixed an issue where certain structures could not be demolished.
  • Fixed an issue where territory would not expand after upgrading a structure.
  • Fixed an issue where pre-existing buildings in the world would not create a territory around them despite being able to do so.
  • Fixed a missing VFX in the Culinarium.
  • Fixed several issues with buying things from vendors that cost prominence.
  • Fixed issue where vendors would not correctly update their supply until after someone bought from them once.

Public Test Realm 1.0.17.26

We have put together a helpful "Getting started with Territory Control" manual over on our website which we encourage you to view here: https://www.mortalonline2.com/help-center/gameplay-help/getting-started-with-territory-control-and-sieging-manual/

Changes

  • Increased the fall damage when you get launched by Manganon. It is proportional to the launch speed.
  • Changed engine garbage collection settings in an attempt to reduce game stuttering.
  • You no longer need the map item in the inventory to see the Myrland map when you press M.
  • All prominence added to a guild from members is now x10. Messages clients receive will still show the old number.
  • The master builder now sells Supply Tower deeds.
  • Adjusted the placement rules for all TC structures. They should all be easier to place now.
  • Adjusted the placement rules for player owned houses. Houses should now be a bit easier to place.


Fixes

  • Production & Supply goods can now be placed in bags/pet bags.
  • TC buildings belonging to a guild that was removed will no longer be able to pay upkeep.
  • Fixed bad collision in Strongholds blocking players from walking up the stairs.
  • Potential fix for guild guards having weird rotations in TC structures.
  • Fixed issue with members guild prominence and treasury stats not updating correctly if they hadn’t done anything the last day.
  • TC buildings and houses that get destroyed now get their logs in the territory UI removed.
  • Fixed issue with keeps not generating territory if they were placed when the game was patched.
  • The button to “Remove Claiming Stone” now says “Destroy Claiming Stone”.
  • Possible fix for a rare node crash.
  • Setting buildings to “alliance” no longer removes access for the owning guild.
  • Upgrading houses should now correctly increase the size of the territory.
  • Optimized map to make it less heavy for the client to update territory.
  • Fixed an issue on the map that made the area belonging to allied guilds the same color as areas belonging to enemy guilds.

Patch Notes 1.0.16.27

Mounts

  • Fixed issue where a mount passenger could dismount into houses.


Balance

  • Starfall doesn't get placed at caster on Spell reflect anymore.
  • Magic Reflect now blocks a single hit from Starfall.
  • Zoology skills were increased by 5% bonus to a total of 20% to damage reduction and damage given from/to those specific animals at max lore for that specific animal (ex. Ursidae, Equidae, etc).
  • The following spells will no longer do damage to players and AI inside player-built houses. Firestorm, Hail storm, Roaring wind, and Starfall.
  • Increased Direwolf pet points from 23 to 26 at level 50.
  • Increased Rally Pack duration to 10 seconds.
  • Increased Coordinated Hunt duration to 10 seconds, and increased damage bonus to pets to +50%.
  • Increased Canine Concentration duration to 20 seconds.
  • Increased Agile Evasion duration to 10 seconds.
  • Decreased Risen Taurdog damage mod by 10%.
  • Increased Risen White Bear damage mod by 15%.
  • Increased Rider Weight Threshold of all risen mounts.Combat
  • Weakspot hits now properly penetrate pet armor.
  • Handle hits now reduce damage by a flat 55%, up from previous 40%.


Combat

  • Weakspot hits now properly penetrate pet armor.
  • Handle hits now reduce damage by a flat 55%, up from previous 40%.


AI

  • Increased the minimum distance between an AI and a player when being attacked. E.g. like zombies got a little bit too close to players in the previous patch.
  • Fixed the leashing behavior of AI to prevent them from leashing too early.
  • Increased damage of Outlaw Bandits and adjusted their behaviors.


Misc Changes

  • Adjusted the spacing of pet frames.


Fixes

  • Fixed issue with houses being guild-flagged.
  • Fixed an issue which resulted in random pickables not being picked up when interacted with.
  • Fixed the annoying "bouncing capes" on other players that would happen when you turn around. It was rendering optimization related.
  • Fixed an issue where players and pets were momentarily detected as not being in a house when logging in.
  • Combining vials and kegs should not make them vanish anymore.
  • Fixed an issue where player-built homes had a "shed" looking LOD billboard.
  • Fixed an issue causing Miasma to not do damage when the caster was too far away from the spell.
  • Fixed an issue where your last arrow in your quiver would never be able to weakspot.
  • Reverted size change from the patch because it caused some issues with attribute points.
  • Fixed a bug causing pets to follow player ghosts who were their target before they died
  • Fixed a visual bug that could occur with the sky when your FOV was higher than average.
  • Fixed an issue causing Lightning ball to do unintended high damage in some cases.
  • Fixed an issue causing Lightning ball to deal damage twice in some cases.


Known Issues

  • There is an issue with players being able to invite a passenger on their risen horses and risen molvas but the passenger does not see a “Hold R to mount”-message. We are troubleshooting the issue.

Patch Notes 1.0.16.24

Greetings Mortals!

This patch brings with it the second batch of Elementalism spells. Many of the new spells allow you to manipulate the weather of the region that you are in, with some spells even requiring specific weather in order to be cast.

The roster of mountable creatures is also expanding. You are now able to ride wolves, direwolves, terrorbirds, and even domestic pigs! In addition to these new mounts, the new mount passenger system allows you to bring a friend with you while riding horses and molvas.

Speaking of Molvas, they can now be equipped with bespoke armor. Making these awe inspiring beasts even more imposing than before.

Lastly, several new craftable pet bags have been added to the game. Allowing your furry and feathered companions to assist you in new ways.

And as always, there are a slew of changes and fixes to go along with all of the new additions.

See you in Nave!



Mounts and pets
We have added the ability for certain combat pets to be mountable. This includes their risen variants. Risen pets have rules in which you can only have one “mount” type and one “combat” type or they will vanish.To be clear, the current pets look like this;

Horse - Mount type
Molva - Mount and Combat (Can only have them by themselves)
Other Rideable Combat pets - Combat

We will likely revisit these tags in the future and update you if or when they will change.


  • Four pets can now be used as a mount. Wolves, direwolves, terrorbirds and domestic pigs (this includes the risen variants).
  • Added craftable bags for several creatures.
  • Horses and Molva beasts can now hold an extra passenger.
  • Mounted Combat, Mounted Archery and Mounted Magic are disabled for mounted passengers.
  • Players can now offer other players to ride on their mount as a passenger if the mount allows it. Look at the other player and hold Ctrl+R to offer a ride. The passenger can then mount and dismount as long as the rider is on the mount. The passenger can be forced off the mount by using Ctrl+R and will no longer be allowed to ride again. A passenger will always dismount when the rider does (no AI riding).
  • Mounts now have a rider weight limit before penalties kick in, passenger included! E.g. Some horses can handle 180 kg without penalty at level 1. The weight includes the armor and body weight for the rider and passenger but not their inventory weight. The mount armor and bags are not included in this penalty. A penalty of 0.5% per kg will be applied to the speed and 0.2% to the turn rate beyond the weight limit.
  • Mounts carry an additional 0-40% extra rider weight between creature level 0-125. A creature with a 100 kg rider weight limit will have a 140 kg weight limit at level 125.
  • Fixed bug where the riding speed penalties from equipment and bag weights would sometimes not update properly.
  • Reduced the flee duration for mounts when the rider is knocked off from 3 seconds to 1.5 seconds.


Pets

  • Fixed bad volumes for medium tier houses causing pets to randomly run into other player houses when running past them (or ignore parts of the house completely).
  • Fixed issue with broken corner pathing near houses. Pets would sometimes walk too close to walls and end up inside the house.
  • Fixed issue where pets would sometimes get stuck in the entrance until their owner moved far away enough for them to teleport.
  • Pets will no longer stop following their owner when blocked by a door. It will now keep trying until the door is opened again or the owner goes outside.
  • Pets should now navigate between sections in L- or T-shaped houses without taking shortcuts on the outside. Proper doorway navigation will come when we add in-house navigation around decorations.
  • Fixed bug where pets would not update their appearance when changing level. For example a young pet would not change into an adult appearance unless you stabled it or relogged back into the game.
  • Temporary change: Pets are now allowed to leave a building even when the entrance is closed. This change remains until we confirm that we have fixed the issues with pets randomly going into closed houses.
  • Fixed bug causing certain pet skills to not be properly checked if they are a criminal action or not.


Added

  • You can give bags custom names by ctrl + right clicking them in your inventory.
  • Outlaw bandit spawners added to the world.
  • Lootable shallow graves with a chance of rare loot can now be found throughout Myrland.
  • Lootable sunken boats can be found throughout the Myrland seas.
  • Pet bag crafting for Molvas, Campodons, Celaenos, Tagmatons and Turtles.
  • Armor crafting for Molvas.
  • Added support for gathering resources from the ground.
  • Grass can now be gathered directly from the ground in thick grass areas to feed your pets. (Other resources like plants and bushes are still more effective and faster to lower pets hunger.)
  • There is now a Kallard task vendor in Cave Camp.
  • Quality of life
  • Reduced the interaction timer with other players (hold R to trade, etc).
  • Reduced the interaction timer for houses.


Quality of life

  • Reduced the interaction timer with other players (hold R to trade, etc).
  • Reduced the interaction timer for houses.


Balance

  • Bosses are now immune to Atrophy.
  • Decreased base damage of Auw Surge by 2
  • Decreased base damage of Thunderlash by 3
  • Increased base damage of Ember, Hailstone, Stone & Shock
  • Adjusted reagent cost of Comet, Scouring Stream, Sandspout, Whirlwind and Mending Vapors to be cheaper
  • Lowered Risen Tribe Rat Berserker damage to be in line with other Risen creatures.


Combat

  • Handle hits now reduce damage by a flat 40%.
  • Disabled the auto re-enter combat mode functionality for bandages.
  • Mindblast now deals more damage against AI and now varies a bit between casts when used against AI.


AI

  • Aggressive AI will now also attack player pets.


Weather and Heat

  • Heat System turned back on.
  • Weather now adds to heat.
  • Chilled, Frostbitten, Warmed and Ignited debuffs now affect the body heat of Players they are on.


Misc Changes

  • Reduced the camera wobble in mercy mode.
  • The "Rare rocks/trees" system has been brought back and merged with the current “rare material drop system”.
  • "Rare rocks/trees" will yield double the drop chance of the rare materials.
  • The bonus chance of finding rare materials has been reduced from 25% to 10%. Clade gifts 'Stoneseer', 'Geologist', and 'Dendrologist' will now notify the player if there is a high chance for rare materials when mining or lumberjacking. In general this change will increase the speed of gathering rare materials.
  • Updated the Pets UI.
  • Khurite 2 handed hilt is now included in the generic 2 hand hilt crafting skill instead of in the Khurite blade skill.
  • Parts of the package handling on the server has been rewritten to better handle a large player count.


Sounds

  • Trolls and other large Ai creatures will no longer trigger hurt sounds multiple times when taking damage from multiple targets.
  • Possible fix for sounds going quiet in large battles.


Fixes

  • Fixed bug where players would fall to the bottom while swimming if they got pushed or shield-bashed by another player.
  • Fixed issue with not being able to give murdercounts if you moved very far away after being killed.
  • Fixed issue with criminal timer resetting when you changed nodes.
  • Fixed issue where pickables would sometimes float above ground after teleporting to a priest.
  • Fixed crash that would happen when loading empty pickables.
  • Restored setting that was changed in an attempt to fix players getting randomly flung when moving into objects. It did not help and instead caused players to get flung in other scenarios.
  • Fixed crash that could happen during unexpected disconnects.
  • Fixed a code subsystem tick-order issue that caused various stutters and artifacts on characters.
  • Fixed minor issues in the mail UI.
  • Fixed issue with AI not leashing correctly when they can not reach their target.
  • Switching between presets in armor crafting should now correctly update the UI.
  • Fixed typo in the frostbitten debuff that said it reduced stamina regen.
  • Fixed issue with some buildables not correctly getting guild-flagged.
  • Fixed a couple of node crashes.
  • Fixed an issue causing players to be disconnected from server while auto attacking in ether form.
  • Fixed bug where undead that was controlled with Control Undead would not stop moving when in mercy mode.
  • Fixed a flagging bug where if someone was local grey to you and pulled out a pet from a stable, it would not show as local grey.
  • Fixed a bug causing item slots to turn upside down.
  • Fixed a glare sometimes occurring in the crafting preview window.
  • Fixed bug where eating size-shrink food at minimum size sometimes caused you to receive a msg saying you have increased in size.
  • Fixed a bug where size increase/decreases due to food consumption did not update available attribute points until relog.
  • Fixed 'size' in paperdoll sometimes showing the wrong number.
  • Fixed float inaccuracy bug for 'Height' in paperdoll UI.
  • Fixed water volume in the jungle causing you to be able to breathe underwater.
  • Fixed a calculation error which caused the skill Herding to not scale as intended. To get the full effects of Herding, you will now need to have 100 in the skill instead of 91.
  • Fixed bug where the "buy orders" button could sometimes show in the pet broker.
  • Fixed a hole in Risar dungeon that players could fall through.
  • Fixed lots of rocks that were not mineable.
  • Fixed brownwood trees in the jungle that were not gatherable.
  • Fixed footstep sounds not playing correctly when traveling on roads.
  • Fixed a type of tree in snowy biomes that had the wrong collision that made players invulnerable.
  • Several environment art fixes.



Patch Notes 1.0.15.7

Added

  • New pickables have been added to shorelines.
  • Added Firmwood Berries as a gatherable resource.
  • Added 8 new keybindings, which you can use to more easily switch between the layers of your actionbars.


Changes

  • Significantly lowered Skill EXP required to level Elemental Propulsion.
  • All Beast Mastery abilities that have an AOE or cleave component require criminal actions to be turned on to be used. This is to help players not ‘accidentally’ hurt other players by mistake. Use these abilities at your own risk.
  • Redistributed the spells under Elemental Propulsion to span the skill range of 0 - 100.
  • The spells “Ignition”, “Torrent”, “Gale”, and “Stone” now have a range of 0-25 Elemental Propulsion.
  • The spells “Hailstone” and “Ember” now have a range of 25-50 Elemental Propulsion.
  • The spells “Sludge” and “Shock” now have a range of 50-75 Elemental Propulsion.
  • The spells “Dust Burst” and “Mending Vapors” now have a range of 75-100 Elemental Propulsion.
  • ”Fulminate Pouch” and “Burning Salts Pouch” have been removed from the Elementalist Desk vendors in order to prevent confusion. They have not been removed from Magic Vendors.
  • The gathering system for mining and woodcutting has been revamped to be much more straightforward, distributing the chances of obtaining rare resources between all rocks and trees.
  • The distribution of which rare resources can be found in different types of gatherable rocks and trees has been changed.
  • The clade gifts “Dendrologist”, “Stoneseer”, and “Geologist” no longer search for nodes with rare resources. They are given a 25% bonus to finding rare resources with their respective resource types instead.
  • The buy price of Rock Crystal Geodes and Rock Crystals have been changed.
  • Adjusted center of targeting for pickables to be further off the ground to make them easier to pick.
  • More guards have been added that will patrol around Morin Khur, Toxai, and Tindrem.
  • Risen Molvas have been flagged as a “combat” and a “mount” Risen categories. This means that you cannot have any other risen pet out with the Risen Molva.
  • Updated texture of Glimmercap mushrooms.
  • Purified Water was removed from vendors in 1.0.15.0.


Fixes

  • Players should no longer need to jump while using the Morin Khur northern staircase.
  • Fixed bug for action bars where 'use' functionality was checked during key release instead of key press.
  • Fixed a bug where Rotten Walkers and Sewer Rats would not play attack animations.
  • Fixed a bug where controlled undead would leash when told to attack a target while inside a house.
  • Fixed a bug where potion utilization leveled from eating instead of drinking potions.
  • When having a two handed weapon equipped and holding right click on a potion, you did not exit combat mode before trying to drink it causing you to receive a message saying "you need a free hand to do this" instead of drinking the potion.
  • Fixed a bug where AI getting too close to houses would accidentally end up inside them.
  • Fixed bug where you could equip armor on a pet which could not carry an item of that weight.
  • Fixed a bug where the potion drinking animation would get interrupted instantly.
  • Ignition’s VFX should no longer fire out of the caster’s groin.
  • Adjusted the spell Comet’s VFX to more accurately portray its collision.
  • The spell “Mending Vapors” will now properly level the skill Elemental Propulsion instead of Elementalism Spells.
  • Several art assets and tree/foliage were fixed, changed or removed.
  • Removed an old AI-stuck check that caused some AI to leash or move away in combat when they should not have.
  • Fixed a bug where your pet’s UI would show 0 or negative health when you logged in with pets out or when you pulled a pet from a stable.
  • Removed ability to eat lodestones.
  • Fixed description of “pitch” item, which incorrectly claimed it was made from rock oil.
  • Fixed an issue causing the reflect shield effect of the caster to trigger when casting projectile spells
  • Fixed an issue causing players to be disconnected from server while auto attacking in ether form.
  • Fixed an issue where you would be unable to level Propulsion up to 100.
  • Fixed an issue with the mailing system that could result in the player’s inventory becoming overfilled.
  • “The Gourmet” title was showing up as “Expert Cook”. This has been changed to be “The Gourmet”