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Thread: Mortal Online Updates

  1. #11

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    Version 1.17.31.44 – Release
    2010-07-02


    Patch Size: ~9 MB


    Notice: We can't stress this enough. When the launcher is running the patch installer, let it run its course. It will take some time to apply the patch and it might seem like the installer is doing nothing, but it is working. If you reboot or kill the patcher process you run the risk of corrupting you installation, forcing you to do a full reinstall.


    ------ ADDITIONS & CHANGES ------


    General:
    - Equipment Weight penalties have been fixed/altered. With these changes, players will find that their Max Equipment Weight is now lower. This is to give an increased effect of the penalties of wearing heavy armor. Going above the “cap” of your Max Equipment Weight will increase stamina costs and reduce your movement speed as well as jump height. If you carry to much Equipment Weight, you won't be able to move at all.


    The changes to Equipment Weight penalties is still ongoing. Future patches will contain more tweaks, balancing and so on to this system.


    AI & Mounts:
    - Spawn rate of creatures has been adjusted.


    Combat:
    - We have altered the damage calculations of Melee Combat:


    The damage you do, is now relative to how long you have been holding your swing. If you simply click your attack, it will do a reduced amount of damage to the target. If you click and hold your swing for a short while, you will do full damage when releasing. Depending on the weapon type and weight this timing will vary. Charging your swing even longer than this will give you a very small damage bonus, although the time it takes might not make up for the added damage.


    - The chance to land a Weak Spot hit is now dependent on Dexterity.
    - Some weapons now have a lower Weak Spot chance.
    - Weapons have had their durability re-adjusted. All weapons should now be much better balanced in terms of durability.


    Economy:
    - Prices for high tier books have been reduced.
    - Some ore materials have had their yields slightly increased.
    - Prices for houses, modules and keeps have been reduced.


    House/Keep Refunds:
    Due to the high costs of houses, house modules and keeps in comparison to other items in the game, we will refund the difference in value to the players who have bought these items before this patch. If you are one of those players, send a support ticket with your name, your account name and the name of the character owning the construction or plan. Tickets can be sent here: http://www.mortalonline.com/support/


    We will check the logs and database and contact you during next week. Please note that the refund only applies to Houses/plans, House Modules/plans and Keep/plans.


    Housing:
    - Upkeep costs for houses, palisade gates and keeps are now re-enabled.




    ------ BUG FIXES ------


    General:
    - Sticky weapons have been fixed.
    - Fixed a bug that prevented the Red Flag from turning Blue when you went below 5 murder counts.
    - Fixed a bug that prevented Bandages and Potions from displaying the amount they healed for.
    - Fixed a bug that failed to update the current equipment weight when a player logged in.
    - Fixed an issue that allowed players to purchase a book with a full inventory but would not receive the book.


    AI & Mounts:
    - Fixed a bug that caused pets to vanish after a server crash and leaving the tamer in a pet owned limbo, preventing them from taming a new pet.


    Art & Sound:
    - Separated storage NPC's in Morin Khur and minimized chance to get stuck in storage floors.
    - You can no longer fall through the ground in Minotaur cave.


    Housing:
    - Fixed a bug that prevented Bridges and Palisades from not getting destroyed when they reached negative HP.
    - Fixed a bug that prevented the Palisade UI from updating the resource amount when resources were used to construct.
    - Fixed a bug that reduced the Max HP of Houses when adding a module.


    Magic:
    - Fixed an error with Mind Blast that caused the receiver of the spell to read the spell as unknown.


    UI:
    - Fixed the issue where items would stick to the mouse cursor even though they had been dropped (I.E when adding something in the crafting window and picking up a new item with the mouse).
    - The Pet Loyalty bar is now functioning again in the Pet UI.
    - Fixed a bug that disabled movement with the arrow keys when UI windows were open.


    ------ KNOWN ISSUES ------
    - Skills randomly decreasing is being worked on.
    - Skill gains on certain skills are being worked on.
    - Stat loss issues still being worked on.
    - Magic LOS (at long distances) being worked on.


    More issues can be found on the bug tracker.


    Clarifications:

    1. Weapon Durability

    The durabilities of the newer type of weapons were brought down to where the old ones reside. What was not mentioned in the notes (sorry) is that we also decreased the amount of durability lost from using the weapons. So in short, the "lifetime" of a weapon was increased a bit, not decreased as it might seem at first.

    2. Equipment Weight

    The no jumping as soon as you go above the "cap" is not intended. It will get fixed asap so that its on a linear scale. Meaning jump height will lower the more weight you have, not completly turn off soon as you go above.

    3. Spawn Rate

    We will review the data we gather during the weekend on spawn rates and they will get adjusted accordingly.

    -Sig made by Spaw
    -Formerly Edoren Dyair

  2. #12
    Join Date
    Nov 2009
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    Default Version 1.19.35.49 – Release

    Version 1.19.35.49 – Release
    2010-07-23

    Notice: We can't stress this enough. When the launcher is running the patch installer, let it run its course. It will take some time to apply the patch and it might seem like the installer is doing nothing, but it is working. If you reboot or kill the patcher process you run the risk of corrupting you installation, forcing you to do a full reinstall.

    ------ ADDITIONS & CHANGES ------

    General:

    - The Thievery-system has been revamped and is now activated again.
    Stealing is a lot harder now than in comparison to beta. The ammount of items you try to steal (stack size) now adds to the risk/failure chance as well as the weight of course. The weight penalty has also been increased.
    Your targets INT-value now also plays a large role in the success of your theft (targets INT high = greater chance of being detected).
    With the new system a new flag for stolen items is being introduced. All stolen items are flagged as stolen [s] for 2 minutes. A stolen item can't be traded, sold, banked or destroyed.
    If the thief DIES with a stolen item in his inventory this item will be marked as [s] for stolen, picking up stolen items will flag you grey and the 2min timer will reset.
    If the rightful owner picks up the item he/she will not see the stolen [s] flag and thus will not be flagged for retrieving his property.

    - The core-version of the guild warfare (war declaration) system is now implemented again.
    War can be declared from the dimplomacy menue at your guild stone. Currently war has to be agreed to by both parties. This is temporary - we need to see the functionality of the core system on a larger scale so expect multiple additions/changes to this system!
    To be clear: Yes, you will be able to declare ware on ppl without their consent in the future - for now it's mutual.
    We are also saving data on win/loss record and other battle related data already. This is currently not displayed but will in the future.

    ---
    Please note that we require your feedback on these two system and their current properties. The thievery system in particular is a lot more balanced than during beta but it will still undergo balancing based on the data we will get now and your feedback.
    ---

    - The cap for members in a guild has been raised from 50 to 100.

    - Grinders, Crushers, etc will now be animated to improve immersion.

    - Players are now be able to cancel their current petition by typing /cancel petition.

    - Moved a stationary bridge and added a buildable bridge east of Amaruk Nuur for easier access by horse.

    - All shadows from the terrain have been turned off temporarily to remove the flickering dark stripes in the distance until this issue is properly fixed for all players.

    - The static palisades in the southeast part of Myrland have been replaced with build-able walls and gates.

    - You now need to stand back a bit from the doors of houses/keeps to open them.

    - The message from a priest refusing to revive you ("Get away from me ...") is no longer audible for living beings.

    - Logging out with any flag status but blue will now always take 40sec even if you are in town.

    - Optimized the loading of other clients.

    - Optimized the server-code for houses.


    Combat:


    - Counter attacks are now in-game.
    Counters can be initiated when you are blocking and get a perfect-block (his weapon arc hits your weapon/shield). Clicking L-Mouse just after a perfect block (timing!) will give you a 20% boost to your damage and will give weakspot hits if you are lucky and stabbing.

    - An extra sound will now be audible when you hit with the "1sec hold" release. Thus you now recognise when you achieve a "full-hit".

    - Overall stamina-regeneration has been decreased.

    - Re-added the lowered stam-regen just after you have swung your weapon.



    ------ BUG FIXES ------

    General:

    - /open no longer opens the options menue.

    - Potion spam fixed, you can no longer start several potions.

    - Bandage spam fixed, you can no longer have more then one bandage active.

    - Footstep sounds are now getting louder for you and people around you based on your speed.

    - You no longer hear 2 footstep sounds when running.

    - Made a big fix that could solve the ?-item issue. Now it could be that there are still places that could create ?-items so we need to know if you still get them.

    - GMs should now have the capability to repair you broken ?-items. At the moment they can mostly save your armor/weapons. This will be further improved in future patches to make it possible to fix even more items.

    - Chests in houses and piles (around bridges) now work a lot better.

    - You should no longer be able to look at your feet while opening doors.

    - FFA structures now properly stay persistent in the world (bridges etc.).

    - All morphs on your character should now correctly influence the face.


    Pets:


    - Resolved an issue where players could not attain a pet due to pet data not being cleared.
    An abandon command should now always clear any petData on the player.
    When stabling a pet the petData should now always be totally cleared too.


    Combat:

    - Perfect-blocked handle hits will now show sparks just as a normal handlehit.

    - Fixed broken blocked-animation.

    - Fixed broken Knocked Down animations (falling from horse etc.).

    - Fixed broken mercy-mode animation.

    - Fixed a bug in the calculation on damage vs houses.


    Art & Sound:

    - Lots of stuck locations fixed in Myrland

    - Lots of graphical issues fixed in Myrland


    ------ KNOWN ISSUES ------

    - When you have closed the guild member/diplomacy window you need to press "esc" to regain normal controll over your character.

    - We would like to hear from you if you get any new ?-items. We might have resolved the issue but need large-scale proof that it's really gone.

    Copied and pasted by:

    MO Aliases : Damien

  3. #13
    Join Date
    Mar 2009
    Posts
    407

    Default

    Interesting.

    Also, with perfect blocking, do you need to block just before you are hit to attain a perfect block? Is it all about timing?

  4. #14
    Join Date
    Nov 2009
    Posts
    49

    Default

    It has been tested, Father Elagost.

    You will need to get a perfect block, yes. And within 1/1,5 seconds after, you will have to strike back for it to work. Having a shield will make it easier.
    The real timing comes with the strike back. Because you really have to do it right, so not to use "push".
    Also getting the counter attack right with a stab/thrusting, will give a certain weak spot hit.

    Hope that cleared it for you. Ask if more info is needed.

    MO Aliases : Damien

  5. #15
    Join Date
    Mar 2009
    Posts
    407

    Default

    Ah nice to hear it is working correctly. So how is it you attain a perfect block? Do you just block in time with your enemies swing?

  6. Default

    Quote Originally Posted by Elagost Thego View Post
    Ah nice to hear it is working correctly. So how is it you attain a perfect block? Do you just block in time with your enemies swing?
    You make their weapon arc (swing) contact with your weapon while blocking. Much harder to accomplish if you don't have a shield, due to lag, but it is is possible to do.

  7. #17
    Join Date
    Mar 2009
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    407

    Default

    Quote Originally Posted by Rathius Saranoth View Post
    You make their weapon arc (swing) contact with your weapon while blocking. Much harder to accomplish if you don't have a shield, due to lag, but it is is possible to do.
    Interesting. I have got perfect blocks before but usually by accident.

  8. #18

    Default

    I really like the new update

  9. #19
    Join Date
    Nov 2009
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    49

    Post Version 1.20.36.50 – Release 2010-08-02

    Version 1.20.36.50 – Release
    2010-08-02

    Notice: We can't stress this enough. When the launcher is running the patch installer, let it run its course. It will take some time to apply the patch and it might seem like the installer is doing nothing, but it is working. If you reboot or kill the patcher process you run the risk of corrupting you installation, forcing you to do a full reinstall.

    ------ ADDITIONS & CHANGES ------

    General:

    - Tweaked the overall stamina regeneration a bit, raised it slightly.

    - "/"-commands are now parsed. Pressing the UP key at any time while writing a "/"-commands will give cycle through the commands. For instance prees UP when you have written "/e" will change it to "/emote".

    - "/emote"'s are now also parsed writing "/emote P" and pressing up will cycle through the emotes that starts with a P. Writing "/emote Po" and pressing up will cycle emotes that start with "Po".

    - When sitting down or getting up you have a brief very short timeframe where you can't move.

    - Added support for two-part-looping emotes.

    - Added "SitDown" to the emote-list. You will sitdown until you move just as if you were resting.

    - Pushing a player that is flagged as a hiddenCriminal will now reveal him as globalAllowed.

    - Dying will no longer flag you as neutral when you are HC but it will start a 5min timer, after the timer runs out your flag will go to neutral.

    - Going from grey after being HC should now correctly make you HC again.

    - You can now cancel a "return to nearest shrine" or "suicide" by clicking the button again.

    - Deleted several pig spawners and moved one pig spawner in Kranesh

    - Upkeep for houses/keeps are now ON again and should be working as intended.



    Combat:


    - Raised the amount of stam that gets drained when you swing.

    - Blocking is now changed to feel a lot more responsive.

    - Lowered the amount of damage you do WITHOUT fully charging you swings (spam-click).

    - Slightly raised the amount of stamina when you sprint in combat mode.
    Further lowered the stamina you get 1sec after you have swung you weapon.

    - Counters can now be executed EVEN if you get hit during the "Counter-time-frame".

    - Slightly changed the calculations for unarmed-melee combat to make the power of the hit influnce the result more.

    - You can now do a counter even if the perfect-block reduce the damage to 0.



    Skills:

    - Took down the XP-gain on stealing.

    - Tweaked controlled riding so that it has greater impact on the stam-drain when riding in full speed.

    - Stealing-animation now causes a short stun.

    - Snooping-animation now causes a short stun.

    - Thivery animations are now twice as fast.

    - It's now slightly easier to steal larger stacks of items.

    - It's now slightly easier to steal from targets that have a very high Intelligence.

    - The cooldown when you are stealing is now reduced from 10 to 7.



    Crafting:

    - You can now name your crafted-items whatever you want! NOT adding a name will give them their default name. Recipes will be called the same name as the name of the item.

    - Blank Paper has been added at the Utility Vendor for use when making "Crafting Recipes"



    Guilds:

    - You can now set a 4-letter acronym in the guild-menu if you are the guild-leader.

    - Typing /guild acronym will now toggle if other people will see your guild-acronym when the target you.



    Guild wars:

    - You can now have a maximum of five (5) guild wars at the same time. When you have reached the maximum number of five wars you will not be able to challenge other guilds and other guilds wont be able to challenge you.

    - Pending war challenges can no longer be accepted by any side if either one of them has five guild wars already.

    - If your guild has no current war, your next war declaration will automatically succeed without leaving your opponent with the choice to reject it. (Unless the opponent already has five wars, then it will get rejected)

    - Stats of total kills of guild war opponents are now being saved.

    - Stats of total deaths to guild war opponents are now being saved.

    - Stats of kills of current guild war opponents are now being saved.

    - Stats of deaths to current guild war opponents are now being saved.

    - Stats of total guild war wins & losses are now being saved.

    - Declaring war on another guild will now send a message to all members of both your own guild and of the enemy guild.

    - Challenging another guild to war will now send a message to all members of both your own guild and of the enemy guild.

    - Rejecting a war challenge from another guild will now send a message to all members of both your own guild and of the enemy guild.

    - Withdrawing from a war will now send a message to all members of both your own guild and of the enemy guild.



    Art & Sound
    :

    - A valley east of Moh-Ki has got a graphical update.

    - New horse footstep sounds implemented.

    - Horse footsteps are now correctly spatialized.

    - Horse footsteps are separated in higher amplitude when cantering/galloping and lower amplitude when walking.

    - Horse footsteps are now separated into 3 sounds when cantering/galloping; one close and two further away.

    - Horse footstep sounds have more accurate precision touching ground.

    - Added new night ambience in Kranesh and Fabernum forest.

    - Added missing day sounds in Kranesh.

    - Global night ambiance are higher in amplitude.

    - Specific night ambiance added in jungle.

    - Lowered Etherworld ambience 20%.

    - Perfect block sound added.


    ------ BUG FIXES ------


    General:

    - Fixed a memory-leak.

    - Fixed "floating" player houses.


    - All attribute-points of old characters will be re-calculated once they login.

    - All skill-points of old characters will be re-calculated once they login, to get rid of skill-points that are under 0.
    - Workbenches in houses should now dissapear when the house is destroyed.



    Skills:


    - Possible fix for the negative skillPoints bug, please report if you get this again.

    - Lending a hand in structure construction will now give skill gain again.

    - Fixed a glitch that made reds get a little bit more points after stat-loss.



    Combat:

    - Fixed a glitch connected to sprinting while spamming weapon-swings.

    - Attacking thieves with pets should now correctly use the flag-rules.



    Art & Sound:

    - Fixed animations-issues with drawing/sheathing weapons.

    - Fixed a bug that sometimes made animations not play correctly for other players.
    - Lots of stuck points are fixed all over Myrland.

    - Cleared lots of stuck points in Vadda
    - Fixed a GUI bug that occurred when engaging in numerous guild wars at once.

    - Fixed a bug where a cancelled guild war would remain in the GUI.


    MO Aliases : Damien

  10. #20
    Twyster Stronngust's Avatar
    Twyster Stronngust is offline Sergeant Brother of the Order of St. Lucian Friar
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