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Genre: Role-playing (RPG), Indie

Mortal Online

Patch Notes 1.87.06.01



Added:

  • Added better line of sight checks to ai casting magic, this should improve TC guards behavior a bit.
  • Added stats for damaging another faction member. These can be found in the /stats window. Faction damage Exuul, Faction damage Impos and Faction damage Regalis.
  • Added four more common fish species Ai.
  • Added a new aggressive fish species that roams certain waters.
  • Added a Utility vendor to the Jungle Camp.
  • You can now set vendor taxes in towns that your guild controls. To do this simply talk to your town magistrate.
    Taxes will be collected and sent to your guilds treasury.
    You can see how much taxes you have earned from a controlled town in the economist under "Controlled Town Taxes"
    Players can see how much taxes they need to pay by talking to the town magistrate and when adding items to the vendors sell window.
  • You should now get a message when your magic reflect spell triggers.


Changes:

  • All guilded structures will now show the name of the owning guild under their display name.
  • Increased range checks when placing territory control towers, this means that the tower will need more flat ground to be placed.
  • If you login a F2P account making it your activated F2P account for that day and then sub that account and login again it will now be removed as your daily activated F2P and you can login another F2P account.


Fixes:

  • Swinging weapons longer than 4 meters from a mount now also adds a stamina penalty.
  • Fixed issue where splitting a stack while extracting gave you the "this is not a valid workbench"
  • Fixed issue where control towers would report that they grew when they didn't.
  • Fixed issue where taking towns at times could be impossible due to the town setting itself as "uncontrollable" due to timing issue in the server-boot.
  • Weapons can no longer lose less than 0 durability.
  • Weapons that have durability above their max durability will now reset that durability when used.

Patch Notes 1.87.05.02



Added:

  • Added a capture system for territory structures.

    If a territory structure is under 50% of it's health and in another guilds territory than it's original owner it will be captured by the new guild.
    This means that any guild can capture territory structures left on the map by other guilds by covering it with their guild stone radius or keep territory, but also that you can now sell entire TC towns to other guilds by trading the guild house covering the TC, and having the new guild place their guild stone in it.

  • Added faction scouts in or around cities, these npcs works like the faction recruiter but can only be used to get locations on other faction members.
  • Added a command to show your guilds alliances: /guild showally
  • Added a species of swimming Ai fishes that can be killed and looted.


Changes:

  • The command to show current guild wars is changed from /guild war to /guild showwar
  • Territory structures that haven't been fully built now counts as having no blunt defense value, making them a lot easier to take down than a built structure. Once the building has been completed it have its full defense value.
  • Weapons that are longer than 4 meters now takes a LOT more stamina to swing, this makes swinging a lance a bad idea.
  • Territory structures are now all updated to v2. Meaning they all take damage if they are outside of the owning guilds radius.
  • Opening a gate with a battering ram will now keep the gate open until a member of the owning guild closes it again.
  • Guild vendors now only buy items that cost 10c or under per 1 unit. This means that players need to go to town to sell expensive goods rather than simply handing it off to a safe vendor.
  • Added additional checks to make sure melee charges gets canceled when stamina gets too low.


Fixes:

  • Fixed timing issues that could cause alliance and war flags to not correctly work on the nodes.

Server Fix Patch Notes

Since the release of the new faction system we have made several server-sided changes to this system.
Here is a list of what has changed the past days:

Changes:

  • Removed the flagging restrictions when joining a faction.
  • You no longer lose reputation if you get hit by a faction opponent and have 0 or less reputation..
  • You will now lose reputation when healing a member in a opposing faction.
  • You will now lose 10 rep for snooping a member of your own faction.
  • You will now lose 100 rep for stealing or trying to steal from a member of your own faction.
  • You no longer get murdercounts from killing NPCS that are in a faction if you are in a faction.


Fixes:

  • Fixed a possible glitch that could cause you to leave a faction even if you where not in a faction when hitting a player.
  • Fixed a glitch in the flagging for guild flags and factions that caused all kinds of flagging issues.
  • Fixed an issue where Mercenary guards attacked allied pets.

Patch Notes 1.87.04.04




Added:

  • You can now join factions. Read more about it here.
  • Added Repair kits that can be crafted at tinkering tables. These kits can be used by Weaponsmiths by combining the kit with a weapon and it will set the max durability to the items current durability making it 100%


Changes:

  • Dye Tubes now weight 5kg so they cant be stolen as easy as a cuprum coin.
  • Ecumenical Spells no longer requires 20 in magic school to be unlocked.
  • You can no longer force guild wars on a guild that are at war with one of your allies when they are trying to cancel the war. (This could cause loops of wars where the guild who wanted to give up never could.)
  • Alliance chat now goes out to everyone that is rank 6 or up.
  • Removed decals from the spurt spell as they were way too costly.
  • Guild Guards and Mercenaries no longer attack allies.
  • AI ranged attacks now use the size of the target in a better way to calculate a hit or a miss.


Fixes:

  • Fixed some keep hit boxes that did not have the correct collision.
  • Fixed some upgrade issues on a few TC structures.
  • Fixed issue with naming crafted items "training" that made them be used as if you had the "Discard Item" box checked.
  • AOE attacks from AI can no longer "damage" dead players turning it's owner grey.
  • Fixed glitch where you could loot houses if you instantly opened it's storage when it was destroyed.
  • Improved the owner check on destroyed houses.
  • Fixed a rare login crash.
  • Rebuilt large parts of the flagging code for alliance, war and factions to make it safer.
  • Optimized server code for loot bags a bit.
  • Fixed description in allied loot window saying looting from it would turn you criminal.

Patch Notes 1.87.03.02



Added:

  • Guilds can now ally with other guilds, you may attack your allies without consequence (it's not a criminal act.)
    Ally names are green and they have an extra icon on their shield to signify that you are allies.
    You ally with another guild by using the guild stone and writing the name of the guild you want to ally with, after the other guild has accepted you will be allied after 30 minutes.
  • Added a new chat channel: Use /a in chat to activate alliance chat, this is a global channel that can be used by anyone in a guild above rank 8 to communicate with members of their allied guilds that are also above rank 8, you can set the color etc on the new alliance chat just like you do with regular chat tabs.
  • Gate keepers now have a new option that lets anyone in the same guild and their allies in.
  • You can now hold use on mounts with bags to open the bags.
  • The Eavesdropper seems to have picked up a new rumor.
  • Added a new custom helmet as loot.


Changes:

  • Tier 3 Meld price reduced from 250g to 150g.
  • Tier 4 Meld price reduced from 400g to 250g.
  • Tier 5 Meld price reduced from 500g to 400g.
  • Reworked the Tornado movement a bit, it's now more random.
  • Increased reagent cost of Tornado to match other siege spells better.
  • Tweaked the leash radius on some City guards.
  • The wood cost for different type of modular house outsides and insides are now lowered by half.
  • Changed the material on Worn Short sword a bit to give it a less intensive shine.
  • You can no longer eat bug parts like the Acid Gland etc.
  • Chests in modular houses now show the number of items they contain.
  • Attacking modular buildings with pets no longer tell you what guild the building belongs to.
  • Arena gates will now close for players that are hidden-criminal.
  • The forced wars that could be used upon any guild has been removed from the game,
    you can now instead force a war upon any guild who are at war with someone you are allied with.
  • Wars will now start 30 minutes after they have been accepted.


Fixes:

  • Improved Death Knight positioning when fighting other Ai to prevent them from standing inside each other.
  • Fixed issue where you could not consume some juices.
  • Did some overall world polish.
  • Fixed missing Artifact icons.
  • Fixed some training dummies in Morin Khur that could not be hit.
  • Removed a couple of ini-options from the engine.
  • Fixed typo in connections skill description.
  • You can no longer view house signs when dead
  • Did some minor cleanup on the guild stone menus
  • Made the guild-flag updates safer, when you enter a alliance or start a war. It does however take a couple of seconds before this updates.
  • Improved the updating of items added to the inventory window, this will fix issues where for example items moved from a horse bag to your inventory while having another UI open did not recognize the items correctly.
  • Animated pets (walkers,zombies,skeletons) will no longer aggro fledglings.
  • Fixed a glitch when you placed decorations way to fast without the system finding a good spot.
  • House tax managers now correctly close when you move away.
  • If the owner of a pets dies in a duel his/her pets will stop attacking and clear all aggro.
  • Fixed issue where you could turn grey from healing you pet the moment it died.
  • Fixed issue with /loot cmd not working correctly.
  • Fixed the /pet bag command.

What’s Next? Development Update

Patch Notes 1.87.02.02



Added:

  • You now get a message when your pet is no longer confused.
  • Added mining ,extraction,skinning and woodcutting skill to new created characters.


Changes:

  • The Tornado spell now damages buildings and siege equipment.
  • Lowered Tornado spell damage to balance it against doing structure damage.
  • Increased Tornado cast time to balance it against doing structure damage.
  • You can no longer target players dueling inside the Tindrem Arena to prevent interference from players on the outside.
  • You can no longer stand on server-projectiles (Elementalism spell meshes)
  • If you equip a stack of bait when fishing losing the bait will only remove 1 from the stack instead of the entire stack.
  • Updated Sator and Bufonid spear models.


Fixes:

  • Fixed some attacks that Ai were able to spam too often.
  • Fixed clients crashing when healing or corrupting training dummies.
  • Fixed issue where leveling pets would stack friendly attacks.
  • Fixed Firewalls that hit players in houses sending messages that they dealt damage when they shouldn't.
  • Fixed an issue where player stamina could go negative.
  • Default leg-length is now normal legs instead of funny tinny legs. This also fixes the cute tiny floating death steeds.
  • Improved the issue people experience when mounting on node lines (the "You were not able to mount. Please try again." message)
  • Fixed pushing other peoples pets to move them out of the way when blocking entrances.
  • Improved saving of friends for houses and players to avoid friends/co-owners getting lost.
  • Fixed issue with server projectiles (Elementalism spell meshes) still showing when a player died.
  • Fixed casting healing spells on targets over node lines that didn't actually heal the target.
  • Optimized logging in characters a little bit.
  • Fixed a node-crash related to protectors.
  • Fixed issue with applying a bandage and crossing a node line not applying the bandage correctly.
  • Fixed an issue were Modular houses with locked doors that had a destroyed module would still teleport out trespassers.

Elementalism Phase 3 is out! Watch the trailer!



Patch 1.87.02.00 is released and with it the biggest magic school ever to be added to Mortal Online is finally completed.
We put together a little teaser to show of a couple of the 11 new spells that this phase brings to the game:

https://youtu.be/n7VEIOnrnxk

Phase 3 introduces a spell that raises the temperature in your zone.
This means that you can now create lightning storms by casting a cold wave and then a heat wave.

Lightning storms are dangerous but required to cast some of the new spells.
Be careful when you are playing around with mother nature however because too much weather changing will cause a new type of weather; chaotic weather.

Chaotic weather brings in a thick red fog that limits your viewing distance, it also heavily increases the amount of lightning strikes in the area.
This weather might be dangerous on its own but the spells you can cast by draining power from it are even more dangerous.
Call down massive meteor strikes, summon deadly fire protectors or blast several enemies with a chaotic blast.

Patch Notes 1.87.02.00



Added:
<*>Added the last 11 elementalism spells.
<*>Added a new type of weather (chaotic)
<*>Added a new texture variation to the chickens.
<*>Added a new type of Rare Minotaur that roams the Huergar Caves.
<*>Added a new unique item that drops from the new Rare Minotaur.
<*>Added a new type of Ai humanoid race.
<*>Added a new weapon that drops from the new humanoid Ai.
<*>Added a new armor crafting material.
<*>Added some chicken spawners around the world!
<*>Added Eggs, chickens at certain levels can now lay eggs that can be gathered.
<*>Added new attacks to chickens, some only accessible to beast masters, so tame and train your chicken and arrange some cockfights!
<*>Added a new TC Training Ground structure with the option to add a training dummy to skill up on, or just test your damage, or skip the dummy and just use it as a battle ground.
<*>Added Karoton crop seeds that can be extracted from Karoton and used in TC farms.
<*>Added an extra way point in the new player tutorial that will guide new players to the combat tutorial area.
<*>Added the combat tutorial to the Morin Khur new player starting area.
<*>AI can now use server-projectile attacks.
<*>You can now use the combine skill to move scribed spells from one spell book to another. Spells will move from the book on the RIGHT to the book on the LEFT.


Changes:

  • Moved some spawners from last patch that were interfering with player TC. (Ice Golems)
  • Increased the range on projectile spells such as Air Burst, Water Rift and Hail Missile.
  • High end enemies now have some better attacks to counter pets.
  • Updated pickaxe mesh.
  • Updated shovel mesh.
  • When a fish gets hooked it will now always eat the bait destroying the item.
  • Increased minimum stamina drain when holding a bow drawn.
  • The broker databases will now init in reverser meaning it will first add the items the were recently added to the broker and add items that have been on it for a very long time lastly.
  • The broker now initiates earlier in the server boot sequence hopefully reducing the time it takes for the brokers to update.
  • Slightly reduced piercing mitigation on Excubitor Plate Armor.
  • Training dummies in the world can now be used to train your skills on.
  • Damage Assessment is now learn by doing when anatomy is at 50.
  • Reduced the range on Death Knight's bow attack a bit.
  • Removed the weak spot chance on Death Knight's bow attack.
  • Weak spot chance on ai attacks are no longer just a chance based of the AI's level instead it's a chance set per attack type.
  • Increased the no build zone around Tindrem. Houses and TC currently standing will still remain but cannot be rebuilt in the same location. House owners in the area can petition to get their houses moved if they wish to.
  • Houses with TC can get their TC refunded if they don't wish to keep it.
  • Improved NavMesh and Collision in Minotaur Cave.


Fixes:

  • Fixed an issue where you could take out pets from the equerry while mounted or mounting.
  • Fixed some lights in Fabernum Tower that did not light up the environment correctly.
  • Fixed a spot in the upper Minotaur room where you could fall through the dungeon.
  • Fixed an issue where loot bags could not be targeted in the Tindrem tutorial area.
  • Fixed collision on the Kiln in Aur.
  • Fixed some length values on Spear heads that were too short, resulting in too low strength requirements and speed.
  • Fixed an old issue where Molarium had higher stats than Incisium by switching the stats on the two materials so that the Tier order is correct again.
  • Fixed amazingly odd issue that made raw strength rings decrease your attribute pool.
  • Fixed typo in butchery stats.
  • AI now makes better checks to make sure it doesn't hold on to targets that are dead.

Elementalism Phase 2 is out! Watch the trailer!



Phase 2 is here!
The second phase of Elementalism has been patched and with it a bunch of new spells.

As with phase 1 we made a little teaser to show you some of the new spells:
https://youtu.be/6AHn_85cQR4

The big addition from phase 1 is the ability to control and change the weather.
Elementalists can now lower the temperature in an area and also use spells that conjure snow or rain.

These new spells tie into the meat of phase 2: Spells that require a certain weather.
The spells added to this phase all require not only reagents but also either snow or rain.

Since casting these new spells often require some setup by the mage we can make them even stronger than the phase 2 spells!

You read the full announcement right here:
http://www.mortalonline.com/magic-development-update-13/