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Mortal Online 2

 
Patch Notes 2.0.4.18Apr 18, 2024 - Community AnnouncementsMagic Fixed new issue with Outburst getting stuck in its charge state. Fixed new issue where some Elementalism spells like Shock did not work. Fixed new issue where the Elementalism Desk vendors could not be used. Melee Combat Fixed new crash when swinging with melee weapons due to extra wall detection checks. Fixed an issue that would cause a miss during a parry window to preserve the counter attack. Haven Fixed issue with new characters ending up on a Haven instance with a code lower than 200 meaning no one could switch to their server. Fixed some issues with spreading players out on different Haven servers depending on when they play. AI Fixed an issue when an AI that leveled up did not properly scale up its attacks damage based on its level. TC TC Banks now only have static ranged guards. UI Fixed an issue where the Sieges section didn’t update correctly when opening the panel in the Social window. World Disabled collision on a few problematic bushes in melisars vault Add levers for doors where you could previously get stuck if you didn't have a key on the inside. Server and Networking Fixed a rare node crash. Fixed the long loading times for epic users. Patch Notes 2.0.4.14Apr 16, 2024 - Community AnnouncementsWhat’s New? This patch brings the addition of a second character slot for everyone, a new dungeon to explore, new sieging mechanics, more rideable mounts and of course lots of bug fixes, quality of life improvements and balance changes! Second Character Slot Added a second character slot, now available on all accounts. Second character and main character both share one player house. Removed surname from character creation. New Dungeon A new dungeon, the Sylvan Sanctum, can now be found somewhere on Myrland. Siege Changes This patch includes a new system for how sieging occurs. One of the primary goals of the new system is to increase player participation during sieges, by ensuring both parties have ample time to prepare for and engage with the event. There are a lot of changes here, and we can't wait to see what you do with them! Don't forget to give us your feedback about your thoughts and experiences with the new mechanics, as it will help us to improve and refine them wherever necessary. Managing Sieges A new 'Siege' tab can now be found in the Social UI. This new UI tab shows the controls for declaring a siege against another guild, as well as viewing pending and active sieges. You must be rank 6+ (Commander) to declare a siege or respond to a siege declaration. Declaring a siege costs 500 Gold and 10000 Prominence. Finished buildings need to exist for 24 hours before being eligible to receive Siege Protection. Once a siege is declared, the guild being sieged: Receives a guild-wide fanfare. Can now see the pending siege in their ‘Siege’ tab of the Social UI. Is prompted in the ‘Siege’ tab to choose how many hours they wish to delay the siege window by. The maximum number of hours that can be added is 24. If no hours are added, the siege will start 24 hours after the siege was declared. Must respond to the declared siege within 24 hours or it will start automatically. Once the guild being sieged has responded with the added hours, the response is sent to the guild who declared the siege, a countdown until the siege starts will be visible to both guilds in the ‘Siege’ UI. You can only declare a maximum of 10 Sieges at a time. There is no limit to how many times you can be sieged by other guilds simultaneously. You can not declare a siege against a guild which you already have a pending or active siege with. While a guild has a pending or active Siege, Claiming Stones can not be removed from player houses that belong to that guild. This is to prevent guilds from unclaiming their assets once a siege has been declared. Starting a Siege Guild members receive a fanfare when the siege window starts and ends. There are two states, protected and vulnerable. While protected, every guilded structure has 100% defence bonus regardless of if it is being affected by a nearby Supply Storehouse or Supply Line. The vulnerability window is 6 hours long, starting from when the siege countdown reaches zero. When entering the vulnerability window, all affected stru...Patch Notes 2.0.2.6Mar 13, 2024 - Community AnnouncementsWhat’s New? This patch brings the promised features of Sprint 1 on our latest Roadmap. It includes a massive update to combat quality of life and fluidity, an overhaul of mount stamina to make traveling the world more seamless, rideable bears and a new dungeon has appeared somewhere in Myrland. That’s not all however! This is one of our most significant and impactful patches when it comes to gameplay changes. New Light Armor A new set of craftable light armor is now obtainable. New Dungeon A brand new dungeon, Melisar’s Vault, has been added to the world! Combat Mode and Quick Swap A secondary weapon set is added to the character sheet. You can Quick Swap to the second set at any time using the icon or the new keybind in the game settings. You can also quick-equip a weapon from the hotbar or inventory during combat mode. Equipped items in the actionbar are now highlighted. Items equipped in your secondary weapon set have a softer highlight. The slots in the secondary set are considered new equipment slots and are treated the same way as the primary set when updating stats like weight calculations. You can now drag-drop equipment into their dedicated slots to replace them. Changing combat mode is now faster. Changing combat mode or equipment has a 1 second cooldown for changing again. The user can start using weapons 1 second after entering combat mode or switching weapons. Reduced the time it takes to start eating & drinking from combat mode from 2s to 1.5s. Combat Input Queueing You can now hold down a combat input during an action and the input will register as soon as your current action has ended. This applies to melee, archery and the magic 'Cast Last Spell' / 'Cast Last Spell Self' keybinds. This allows you to do things such as holding your block keybind while mid swing, to automatically start blocking when your swing has ended, as well as cast a spell and hold down your "Cast Last Spell" keybind to automatically cast the spell repeatedly while holding the key. Added a new toggle setting in the Gameplay settings tab called "Feint and Block", which when active will allow you to tap your block keybind to feint while you are charging a swing, or block while idle. You can now hold down your attack keybind and tap the Feint key to auto Feint and start a new attack without releasing your attack keybind. Holding the Feint keybind will now prevent a new attack from starting until it is released. You can now charge an attack from the blocking state. Added a setting in the Gameplay panel for enabling Legacy combat for players who do not want to enable the input queue system. Ranged Combat You can now hold 50 arrows in your quiver, up from 25. Improved responsiveness with bows by fixing a one frame mismatch between the crosshair and the release of the arrow. Magic Combat You can now change the target mode of a spell mid charge/casting by pressing "Cast Last Spell" for Target cast and "Self Cast" for Self cast. The crosshair will now show if the spell ...Patch Notes 2.0.0.36Feb 14, 2024 - Community AnnouncementsWhat’s New? Thanks to your input, we've updated the way defending guild territories works. Here's what's changed: Guild Territory Defense Update Now, defense bonuses are specific to each territory building and player home, not overall. When you check a building, you'll see its defense. Supply Lines boost defense only for the linked keep and its walls. Buildings and homes near a Supply Storehouse will gradually increase in defense. If a Supply Line or Storehouse is taken out, affected buildings will gradually lose their defense boost. Fixed an issue where NPCs in player-built structures weren't looking in the right direction. Pets Adjusted Haven Black Bears to carry the same weight as regular black bears. Known Issues Some parts of the landscape might turn invisible, but they're still there. We're waiting on Unreal Engine 5.4 to fix this. With the defense updates, your guild's defense stats in the UI may decrease to match the new system. This doesn't mean your buildings are less defended. The defense shown on each building is what counts in combat. Patch Notes 2.0.0.33Feb 7, 2024 - Community AnnouncementsNotable Changes Characters that relog while still in the world will now be instantly shown to other clients, instead of vanishing temporarily while loading in. Equipment hits to shields now drain stamina. The amount of stamina drained scales with the damage left over after it has been reduced by shield’s defense. This change is one part of a larger shield balance overhaul, with more changes to come in a future patch. Fixed rare issue where spawners would simply stop spawning. This will hopefully address the issues with many spawners on Myrland not behaving correctly. Supply Lines now only provide a maximum of +20% Guild Defence regardless of how many your guild controls. We are working on a much more significant overhaul of the Guild Defence mechanic, which will come in a future patch. Etherworld Combat Player ether particles are now adjusted to be less intrusive on the screen. Increased the chance for flux drops on spirits with more orbs. Optimized the spirits. Tweaked the range of spirit attacks. Added extra checks to make sure the correct amount of orbs spawn with each spirit. Spirit orbs that have been just created will no longer instantly all start attacking you. Instead they start their attack pattern one by one reducing the risk of them instantly draining all your Kau. Amount of spirits dropped is now split between all damage dealers. If you and your friend each dealt 50% of the total damage you get 50% of the spirits dropped. Both of you have a chance to gain flux but the chance also scales with the amount of total damage done. The spirits will drop after you attack the body of the spirit when all orbs are destroyed, so make sure you have ‘Expel Spirit’ active when you finish the fight. Spirits no longer spawn in houses. You now need to catch at least 1 spirit to have a chance to get flux. There are now effects and sounds when you catch spirits. There are now effects and sounds when you gather flux. Transcendental Seance now uses spawned AI instead of any AI for its calculations. Slightly tweaked the calculations for Transcendental Seance. Taking Kau damage in the ether now triggers damage indicators. Fixed bug where tapping attack would deal more damage to spirit orbs than holding a steady aim. Raised the max level of spirits. Moved spirits orbs up a bit to avoid them going behind the spirit during combat Catching spirits now fills up as many spirit boxes as it can. For example catching 200 spirits will now fill up 4 small spiritboxes instead of filling up just one. Movement and Combat Equipment hits to shields now drain stamina. The amount of stamina drained scales with the damage left over after it has been reduced by shield’s defense. Fixed an issue that could cause the attack speed of a former weapon to persist when entering combat with a new weapon. Fixed a bug that could cause the charge speed to be increased for a short time. AI AI should now spawn again in the cave near Meduli. Spawners can no longer spawn inside of houses. Added...Patch Notes 2.0.0.27Jan 25, 2024 - Community AnnouncementsSmall hotfix to address the mount issues introduced in yesterday's patch. Fixes Fixed an issue where double tapping W when mounted would not move to max speed as intended. Fixed client sided issue with not showing the "Too heavy weapon debuff" while mounted. Fixed a couple of issues with items on the client. Fixed issue that made mounted weapons use the strength requirement calculation instead of the mounted strength requirement calculation. Slightly increased distance of spirit attacks. Patch Notes 2.0.0.26Jan 23, 2024 - Community AnnouncementsNotable Changes A new dungeon, the Undercroft, can now be found somewhere in the middle of Myrland. Krampos has left Tindrem and will be back again next winter. Added support for AMD FSR3 Upscaling and Frame Generation in the game settings. This is supported by all GPUs. Frame Generation requires DX12. Fixed issue with the Epic Games Store version of the game not correctly saving UI settings. Multiple changes have been made to improve both level streaming delays and game freezes. We are working actively to improve these issues. The visual appearance of the heavy horse armor has been replaced. Updated large parts of the spirit farming experience. Etherworld Combat You can no longer attack the body of a spirit if it still has active orbs. Spirits now stop attacking their target if the target is banished. Spirits now make a sound and have an effect when they appear. Spirit orbs now have an effect and a sound when they charge their attack. Spirit orb now reacts more when you cancel their attack. Spirits now have better targeting. Target timers for spirit orbs are now less random. Spirits now play an animation when they have no orbs left. Spirits now have better effects when they are removed. Fixed issue where spirits would sometimes attack without the effect. Fixed issue that made spirits less aggressive if there were banished players around. Fixed some issues with the spirit particles. Spirits no longer teleport. Spirit Kau is no longer split between each orb. Movement and Combat Charging an attack until the charge circle blinks will now allow for a feint while maintaining the charged power. We will be keeping a close eye on this new combat mechanic for any necessary balance adjustments. Increased one handed weapon miss recovery time to 500ms (was 360ms). Increased Counter Reduction damage mitigation from 40% to 60%. Increased swing normalization time slightly. This allows clients to sync attack animations better and will result in higher ping players experiencing less attacks going through parries. Reduced the duration for disabling input while switching weapons and shields. Added better handling of players going out-of-world-bounds. Fixed rare issue that made weapons invisible for a short time after equipping a bow. Fixed an issue where bows didn't do damage. AI Removed default behavior for AI with bows that made them keep their distance to their target by moving away from the player. Some AI will still use this behavior though. AI with both melee and ranged equipment should now switch to melee equipment more often when players come close to them. Reworked AI ranged attack code, they will now miss like intended. 10% miss rate at 50% of max range, and up to 60% miss rate at 100% max range. Fixed issue with enemies getting stuck doing nothing if their target moved out of range while they were charging their bow. Spawners can no longer spawn inside of houses or territory structures. Fixed an issue where traps/boss doors were being triggered when they...Patch Notes 2.0.0.16Dec 21, 2023 - Community AnnouncementsWhat’s New? An urgent patch is deployed to fix the accidental change where attacking red players would turn you criminal. Flags and Standing Fixed issue causing you to become criminal when attacking red players. Mounts and Pets Fixed a bug where the jump apex for a player would remain if they mounted a horse while jumping or falling. Doing a jump before mounting a horse and then riding down a mountain would make dismounting fatal. Tasks and Bounty Hunting Updated Hunter task pools for each town to be more regional. You will no longer get the message you were rewarded 0 glory from creatures. You will now have to gain 5% of the total glory of a creature in order to progress your boss task. Buildables, Houses and Territory Control Structures Fixed an issue causing some buildings to be allowed to be placed too close to other buildings. Lighting, Weather and Environment Removed some trees in jungle cliffs. Moved a few Points of Interest. Updated collision on meshes in one of the ruins points of interest. Updated lighting transition in one of the mining caves. Game Performance Applied a temporary fix so that the game does not crash in the landscape system. You might see landscape artifacts instead. We are working on identifying the root cause of the problem. Known Issues Several issues got introduced after upgrading Mortal Online 2 to UE5, some of which are listed below. We are working on identifying and solving the root cause for these issues. The game sometimes gets invisible landscape patches. You can still run on them normally. The game sometimes freezes for several seconds. Some players are experiencing extremely long streaming times causing parts of the world not to load in when moving around (missing landscapes, low resolution meshes and textures, etc). Patch Notes 2.0.0.14Dec 19, 2023 - Community AnnouncementsWhat’s New? Krampos is back in Tindrem for the holidays and is sharing free raffle bags. Find the burned building in Tindrem and grab some bags for the chance to get something unique for this event. Added new points of interest. Added buildable bridges over some rivers. Added NVIDIA Reflex Low Latency and DLSS Frame Generation to the game settings for supported GPUs. Movement and Combat Increase stamina gained on parries up to 15 (previously 10). Parrying with a shield no longer grants stamina. Fixed a few bugs where you would permanently block until doing another block. For example doing a block and opening a chest would get the player stuck in a block state. Mounts and Pets Multiple changes were made in an attempt to solve the “player gets launched into the air on dismount”bug. This bug is tricky to reproduce on demand and we had to use player recordings to figure out the cause. Please send a bug report if you still experience the issue after this patch. Flags and Standing Fixed a bug allowing you to loot players you were dueling. Fixed issue for players who logged out as murderers would still be considered murderers upon login, even if they were below an updated minimum required murdercounts. Fixed pets attacking murderers not turning the pet & owner local gray. Tasks and Bounty Hunting Removed the different bounty tiers. You will now get a completely random murderer instead of one with murder counts within a range. Updated Hunter task pools for each town to be more regional. You will no longer be eligible for the "Quick Execution" bonus reward of tasks upon death. Fixed bug causing you to gain progress for nonboss tasks if you also had a boss task and someone else got the last hit. Guilds and Territory Control Fixed an issue that caused the territory of a keep to reset when upgrading its tier. Fixed an issue where Tier2 and Tier3 Guard Towers wouldn’t aggro criminals correctly at all times. Fixed issue with blue TC priests blocking some players from being resurrected. They were checking for a positive standing even if they did not have a nation themselves. Buildables, Houses and Territory Control Structures Buildings which are still under construction now have their defence scale properly based on how fully built they are. Buildings are now much more vulnerable before they have been fully constructed. After a building has reached 100% health, its defence will stay at 100% until it is destroyed. Fixed a strange texture on Keeps that switched appearance when far away. Fixed issue where some roads were not blocking placement of buildings. Players could for example place buildings on the roads outside Fabernum and the Colored Forest. Fixed an issue causing some buildings to be allowed to be placed too close to other buildings. Server and Networking Fixed a node crash related to AI targeting behavior. Fixed issue with friend names not correctly working. Characters, AI and NPCs Sators now have ranged spit attacks. Risars can now use bows when neede...The Return Of The Supporter PackDec 6, 2023 - Community AnnouncementsDear Mortal Online 2 Community, We hope this message finds you well on your adventures in Nave. A few weeks ago, we introduced the Supporter Pack, offering an exclusive discounted 3-month subscription and a unique in-game cape, the ‘Savage Mantle’. We intended this to be a one-time offer, however as many of you know we unfortunately encountered some payment service provider issues which affected many in our community, preventing them from participating in the Supporter Pack. We have received an enormous amount of requests about this, asking us to make the Supporter Pack available once again for the people who could not access it due to our payment provider issues. After addressing these provider issues, in the spirit of fairness and to give those who missed out a chance, we are humbly re-releasing the Supporter Pack for a limited time, ensuring that everyone who wishes to participate has the opportunity. To those who initially purchased the Supporter Pack under the belief that it was a unique, one-time offer, we extend our sincere gratitude. We assure you that this re-release is an exception, driven by the desire to give equal opportunity to everyone who wasn’t able to access the Supporter Pack during the previous month due to payment issues. The Supporter Pack will be available for a further 2 weeks, until the 20th of December: {STEAM_CLAN_IMAGE}/36342874/898a3505b56187473fa3ed81dca2ea872b940ac3.jpg Link To Purchase Here: https://www.mortalonline2.com/account/ We appreciate your understanding and look forward to continuing this journey with you. Thank you for being an essential part of the Mortal Online 2 community. See you in Nave, The Star Vault Team Please note All purchases via our shop are completed through our payment service provider Xsolla, a PCI Service Provider Level 1 which is the highest grade of payment processing security. We do not store any user payment information. Purchases of the Supporter Pack are non-refundable.Patch Notes 2.0.0.3Nov 30, 2023 - Community AnnouncementsFixed AI pathing issue in Celaino Cave. Fixed light issues in several different mines. Update the some huntings tasks. Alvarin weak spot clade gift now adds 10% to base chance instead of adding +5% flat. Fixed some issues with blurry roads. Fixed several terrain holes. Update the look of Salvia. Removed the dismount animation, this is a temporary fix that hopefully will sort out the issue with players dismounting under ground. Fixed light in the Risar Dungeon. Fixed a couple of instances of flying grass. Upgrading a building will no longer reset it's territory size. Fixed issue with player rotation while mounted. Fixed TC priests not working as intended. Reduced the intensity of torch lights. Made bounty hunting targets more random. Buildings that are under construction now scale their defence with how far into construction they are. Fixed a ton of minor art issues. Patch Notes 2.0.0.0Nov 28, 2023 - Community AnnouncementsWhat’s New? Engine Upgrade Mortal Online 2 is now running on Unreal Engine 5. This upgrade brings the real-time global illumination system Lumen to the game for improved lighting in the world. Lumen is enabled for everyone. Temporal Super Resolution (TSR) is added as an alternative to NVIDIA DLSS and is supported by all GPUs. The team has worked hard to optimize the game so that the performance is as similar as possible to Mortal Online 2 in Unreal Engine 4. UE5 is more demanding on the GPU and we have increased the minimum requirements to a GTX 1060 or equivalent. The CPU performance has gotten improvements in multiple areas. We have managed to stabilize the framerate to have less hitches and even increase the total FPS in some cases. Locations with many characters, such as large battles, is still a challenge and will be a topic for future optimization. The upgrade to Unreal Engine 5 has not been without its challenges. Multiple areas of the game world got completely broken and we had to repair many parts of it. We're immensely grateful to our community for their patience and support throughout this transition. The future of Mortal Online 2 is bright, and together, we're paving the way for many more thrilling adventures and unforgettable moments in this expansive world. Thank you for being on this journey with us. Creator Program Are you a content creator who’s captivated by the world of Mortal Online 2? Head over to our website for more information about our Creator Program. Notable Changes With this major patch comes a lot of additions, changes and fixes. The change list is very long, so here follows a summary of notable changes. You can read more about some notes in the full change list. Murderers now have red names. Added new Task NPCs with cape rewards for fulfilling tasks. Follow the markers on the compass to find them when you enter a city with Task NPCs. Added Rewards button in the escape menu for claiming supporter items and streamer drops. Rewards cannot be dropped, traded or banked. You can destroy rewards from the inventory and reclaim them at any time. Added new camps to points of interest. Added Tindrem Vocal Theme song to Tindrem. Added new zones: Guarded Areas and Wilderness. Guarded areas are placed in Tindremic and Khurite locations and guard towers will be present along the roads. Fighting pit added to Meduli. Updated the login screen scenery to signify version 2.0. Added the ability to bring a partner when taking a new bounty. Improved the buildable placement mode. You can now gain stamina on a successful parry. Equipment hits are removed for all equipment types except shields. Increased minimum damage dealt by clicking to attack. Clear weather is now more common all over Myrland. Improved AI respawn times by having each AI have an individual timer for its respawn. Only guild members and owners may now pay upkeep for houses, strongholds and keeps. Increased the maximum Field of View to 110. The game now enforces the FOV value...Public Test Realm 1.1.4.33Nov 21, 2023 - Community AnnouncementsThe PTR servers are once again open to the public! How to Access the UE5 PTR Open your Steam client and right click Mortal Online 2 in your games library. Click ‘Properties’ Click ‘Betas’ on the left Using the ‘Beta Participation’ dropdown menu, click on the Mortal Online PTR branch. Your Steam client will then patch your game over to the test branch, and if the servers are up already you will be free to log in as normal. Audio Added Tindrem Vocal Theme song to Tindrem. Fixed issue with footstep ground traces causing sounds to sometimes not play. This was most noticeable on horses. Skills Engineering skills now gain experience when building. Movement and Combat Equipment hits are removed for all equipment types except shields. Fixed issue where players could be pushed through walls by mounts and creatures. Flags and Standing Fixed a bug where the pets flag did not always update properly. Optimizations Adjusted config settings to exclude small objects in the distance from shadow passes. Moved fur mesh generation to a background thread to reduce creature loading stutter. More game assets are added to the preload stage to reduce loading stalls mid game. Schedule engine level destruction of gameplay actors over time to reduce micro stutters. Reduced the cost of GPU velocity pass. Fixed issue where an AI changing growth level would flush async loading and cause a game stall. Fixed issue where spell effects could flush async loading and cause a game stall. Buildings and Placement Clarified some placement obstruction messages based on feedback from the previous PTR. Supply Storehouses now only add defence to structures which are within 100m of them. Removed the limit of only being able to build 1 Supply Storehouse. Supply Storehouses now have a placement check, which will not allow placement if you are trying to place one too close to another Supply Storehouse. Removed the Guild Guard from Priest Shrine Tier 3. Guilds and Territory Control Only the owners of a building may now pay its upkeep. Upkeep for keeps can be paid by guild members. Fixed an issue that caused keep connected buildings to be able to be claimed by other guilds if destroyed. Fixed issue where a user could disband a guild, create a new guild, and then automatically reclaim all the structures from the previous guild. You can no longer use a Gate Expansion Plan to rebuild a previously existing but destroyed gate expansion to take ownership over it. Guild members may not upgrade others houses, only the Owner of a house can upgrade it. Magic Fixed players receiving more than one instance of "Glory" even if they have been healing. Fixed players healing other players' pets would not give them a share of the glory. Fixed healing calc where tamed/dom/ritual/zombies with full hp was counting as contributing, when you were actually healing for 0. Fixed calc where players would sometimes be credited more than intended due to not properly checking Current Max Health. Characters, AI and NPCs Fixed ...Public Test Realm 1.1.4.28Nov 3, 2023 - Community AnnouncementsThe PTR servers are once again open to the public! How to Access the UE5 PTR Open your Steam client and right click Mortal Online 2 in your games library. Click ‘Properties’ Click ‘Betas’ on the left Using the ‘Beta Participation’ dropdown menu, click on the Mortal Online PTR branch. Your Steam client will then patch your game over to the test branch, and if the servers are up already you will be free to log in as normal. Optimizations Buildable placement rewritten which massively improved the performance. Placing a worst case stronghold should no longer cripple client performance. Fixed a level streaming issue where large volumes in sublevels caused a large loading stall, for example Morin Khur had a half second loading stall. Guilds and Territory Control Fixed a rare login issue that made it so that guild related commands would not work. Buildings and Placement Remade buildable placement mode to make it more robust and fix multiple issues. Fixed issue where upgrading a building would sometimes not be allowed. Fixed issue where some placement obstruction messages would not show up. Fixed issue where some TC NPCs and building decorations would block an upgrade. Fixed issue where water would block placement even when it was detected under ground. Fixed issue where etherworld characters could block placement. Updated multiple obstruction messages to clarify the reason why a building cannot be placed. All tiers of a building are now shown at the same time. Future upgrades have a weaker form. Placement will now show in red if the base tier or a future upgrade is blocked. You can now adjust a building after a placement has been set using left click drag. The placement UI is now centered under the crosshair instead of the top right corner. Buildables now display their floor level as a bright line to assist with height adjustment. Siege tents and machines now ignore ground foliage when being placed. Made it easier to place stationary siege machines on stronghold roofs. Outdoor stairs no longer block placement when going into high ground. Buildings can now be placed on uneven or rocky ground as long as the foundation is connected with the ground and the environment is not sticking through the floor. Priest Shrines can no longer be placed too close to another Priest Shrine. Supply Storage now needs to be inside guild territory, if it is not it will lose health just like all other guild structures. Fixes a few meshes where the foundation of buildings were floating because the mesh did not match the full foundation depth. Magic Fixed issue where Crawling Hands gave a buff named “DEFAULT”. Mounts and Pets Fixed issue where you get multiple messages saying you gained 1 Glory when using pets in combat. Fixed wrong hurt sound on Risen Molvas to not sound like Springboks. AI will now prefer to attack the rider of a mount over the mount itself. Characters, AI and NPCs Adjusted ranged bandits so they run backwards at a slower, more reasonable speed. Fixed issue wh...Supporter Pack Now AvailableNov 2, 2023 - Community AnnouncementsGreetings Mortals, We’re incredibly grateful for your ongoing support, and it is because of players like you that we’ve been able to create something truly special. A number of you have reached out to us over time and asked us to create more ways you can show your support for the game. So today, we’re humbly introducing a new discounted 3-Month Supporter Pack, as a way to express our gratitude. This supporter pack comes with 3 additional months of subscription time once we launch on the epic games store at the end of this month. The 3 months from the supporter pack will start after your existing free month (or months, if you are a conflux supporter) has ended. As well as the 3 months of discounted subscription time, this limited time supporter pack will also come with a new unique untradeable cloak, the ‘Savage Mantle’, as our way of saying thank you for supporting us ahead of the launch. Owners of the supporter pack will receive their new cloak on the release day of the update. The supporter pack will only be available until the 28th of November when we launch on the epic games store and release the unreal engine 5 update. The ‘Savage Mantle’ cloak will only be available in this supporter pack, and will not be obtainable after the 28th of November. {STEAM_CLAN_IMAGE}/36342874/68ce2de98f8dd7a7df6e3026a30b8ece7291e131.jpg {STEAM_CLAN_IMAGE}/36342874/7801869e2ee9abf95be2cfc7efbe569ffddfb5be.jpg You can purchase and add this offer to your account HERE We’re thankful for the moments you’ve spent in Nave and for being a part of our community. See you in Nave, The Star Vault Team All purchases via our shop are completed through our payment service provider Stripe, a PCI Service Provider Level 1 which is the highest grade of payment processing security. We do not store any user payment information.Public Test Realm 1.1.4.9Oct 20, 2023 - Community AnnouncementsGuilds and Territory Control Fixed an issue causing supply to not be drained when buying goods from Guild Vendors. Buildings and Placement Supply Storehouses now only add defence to structures which are within 100m of them. Removed the limit of only being able to build 1 Supply Storehouse. Supply Storehouses now have a placement check, which will not allow placement if you are trying to place one too close to another Supply Storehouse. Fixed a mismatched wall piece in keep walls. Changes to Game Settings Tweaked all video setting levels for client performance. Removed Use Recommended Settings from video settings. Fixed issue where lower quality settings broke the appearance of some surfaces in the game due to material quality changes. UI and Interactions Fixed a potion exploit. Fixed the mistake where zones from Myrland were visible in the Haven map. Added a timeout to the loading screen that forces a level streaming flush if the player is stuck for more than 60 seconds while streaming levels. This should fix some players getting stuck on 9899% loading progress. Movement and Combat Fixed issue where some weapons that can’t do weakspot hits instead got a guaranteed weakspot hit. Parry attacks now have a lower charge duration than normal attacks. This should make the Parry attacks the same speed as before the increased charge duration. Fixed bug where outofworld recovery would try to recover at a preteleport location (teleport to priest or by GM). Fixed bug where outofworld recovery would not handle an infinite falling state when a teleport failed. Fixed issue where the loading screen closed too early during level streaming causing players to fall through the ground. It happened frequently when being teleported by GMs, sometimes when teleporting to priests. Lighting, Weather and Environment Lighting adjustments in some points of interest. Various updates to meshes and lighting in the surroundings near the necro dungeon. Fixed various lighting and shadow issues in Fabernum and Kranesh. Some slight adjustments to the world fog. Fixed issue with the bow string turning dark while in shadow. Fixed issue with one landscape piece south of colorful forest not loading in. Fixed issue where some terrains looked flat and desaturated in the distance due to high specular values. Public Test Realm 1.1.4.8Oct 20, 2023 - Community AnnouncementsHow to Access the UE5 PTR Open your Steam client and right click Mortal Online 2 in your games library. Click ‘Properties’ Click ‘Betas’ on the left Using the ‘Beta Participation’ dropdown menu, click on the Mortal Online PTR branch. Your Steam client will then patch your game over to the test branch, and if the servers are up already you will be free to log in as normal. Upgrade to Unreal Engine 5 Mortal Online 2 is now running on Unreal Engine 5. This upgrade brings the real-time global illumination system Lumen to the game for improved lighting in the world. Lumen is enabled for everyone. The engine upgrade also brings Nanite and Virtual Shadow Maps which are available in the game settings for those with higher end systems. The team is still working on converting the world to make full use of Nanite so expect little visual difference if you enable it at this moment. Temporal Super Resolution (TSR) is added as an alternative to NVIDIA DLSS and is supported by all GPUs. The team has worked hard to optimize the game so that the performance is as similar as possible to Mortal Online 2 in Unreal Engine 4. UE5 is more demanding on the GPU and we have increased the minimum requirements to a GTX 1060 or equivalent. The CPU performance has gotten improvements in multiple areas, particularly with characters. We expect a performance improvement in crowded areas like large battles compared to UE4. The upgrade to Unreal Engine 5 has not been without its challenges. Multiple areas of the game world got completely broken and we had to repair many parts of it. Level streaming got much worse due to a core change from PhysX in UE4 to Chaos physics in UE5. This increased some of the loading stalls to several seconds. The team managed to solve it by reworking some of the level streaming systems. It not only restored the level streaming stalls to previous levels but even improved them in several areas. There are however stutters present in places like Tindrem, we were forced to enable level streaming-specific garbage collection settings to solve an engine level bug. The bug causes landscapes to lose collisions during level streaming which would make players fall through the world. We are confident that once we solve the landscape collision bug without these settings enabled we can return to a much smoother gaming experience. We're immensely grateful to our community for their patience and support throughout this transition. The future of Mortal Online 2 is bright, and together, we're paving the way for many more thrilling adventures and unforgettable moments in this expansive world. Thank you for being on this journey with us. PTR Servers A copy of the live server database has been moved over to the PTR server. This does NOT include the broker or friends. Optimizations All cities have received a dedicated art optimization pass to improve performance for UE5. Improved CPU performance by reducing the number of active components on humanoids. Improved CPU performance...Twitch Stream Summary October 11th 2023Oct 17, 2023 - Community AnnouncementsGreetings Mortals, On October 11th for Henrik’s bi weekly stream he loaded up our internal test server and showcased the current state of the game running on Unreal Engine 5: Unreal Engine 5 PTR Date We are currently planning to open up the PTR at the end of this week on Friday, the 20th of October, leaving it running until Monday the 23rd. The PTR server will be updated to a new clone of the current live server a few hours before it is accessible, so everyone will have an up to date version of their character on the testing server, including all banks, player houses, keeps and territory settlements and structures. This PTR will be heavily focused on crash hunting, where we will be looking to find and fix all possible crashes along with any other oddities you may find while on the server. We are still working on a great many things simultaneously as we prepare for the full release at the end of the month, so expect to see some things on the PTR that may be a little rough around the edges as we work to polish everything up. If this is your first time accessing one of our PTRs, a more detailed post with instructions on how to get involved will come a little later in the week explaining how to switch between the PTR and live game so keep an eye out for that. TC Balance Updates With work continuing on everything TC related mentioned in the last Into the Vault entry, there has been a few notable adjustments. We are looking into changing the Supply Storehouse design so the Storehouse itself has a radius of influence around it, and any TC structures within that radius will receive the Guild Defence bonus from the Storehouse. If we do the above, the limit of 1 Supply Storehouse per guild will be removed, so that they may be built wherever you want to add extra defence. This would also come along with a placement restriction which will prevent a Supply Storehouse from being placed too close to another one. We are planning to introduce a “tax” when selling items to TC vendors, gained by the guild who owns the vendor. We also found a rather nasty bug which is currently present on live which causes vendor taxes to be far lower than they should be, which we’re hoping to hotfix with a server patch this week to correct it. One of our goals is making player settlements profitable to run, and this change should help quite a lot with that. Whether you’re a longtime fan of Mortal Online 2 or a newcomer in the world of Nave, dive into the vault with Henrik every second Wednesday at 8:00 PM CET to get your questions answered by the CEO and game designer. See you in Nave, The Star Vault TeamTwitch Stream Summary September 27th 2023Sep 28, 2023 - Community AnnouncementsGreetings Mortals, On September 27th Henrik hosted his Bi Weekly QnA stream, which will be archived on our YouTube channel and posted below when it’s available: Stream VOD coming soon.. check back later Unreal Engine 5 Progress Update Henrik was planned to hop in game on our internal test server to show how it’s looking in UE5 with Lumen, however we upgraded to Unreal Engine 5.3 yesterday just before the stream and unfortunately the in game lighting needed to be adjusted again and became not ready to show in that build. We will hopefully have that fixed for Henrik’s next stream, and we look forward to showing you that. The team has made some great progress with optimization on Lumen, and we are now seeing some quite healthy framerates. There is still much to do here though, and optimization will continue right up until the patch releases. The team has also made some nice improvements to make rendering characters and AI less expensive at a distance, which should help to improve framerates in large battles. We have also officially completely moved over to the new engine internally and are no longer working on the UE4 branch. As far as we are aware, Mortal Online 2 is still on track to be the first MMORPG running on Unreal Engine 5 with a planned release time of the end of October 2023, which is very exciting for us! TC Balance We now have one of our talented programmers focusing solely on fixing Territory Control related issues, with a nice list of balance updates and improvements at the bottom should he have time for them. To summarize a few of the key changes, Supply Storehouses will need to be built close to your Chancery as was intended. Changing the Claiming Stone in a player house to be one of another guild’s to benefit from higher Guild Defence will no longer work. We are looking at the best way to acheive this, however it will likely involve either a cooldown on placing a new stone in the house, or a delay time on when the Guild Defence becomes active on the house after placing the stone. When purchasing items from a TC vendor, the amount of “tax” earned by the owning guild will be increased to make vendors more profitable. The price of Production Goods will be lowered slightly to lessen their impact on vendor profitability. The rate at which Guild Defence increases will be lowered to be the same rate that it decreases (2% per hour) to create more of a “tug of war” scenario. We are looking at removing the instant gain of Supply Structures when they’re placed, to lessen the impact this system has on active sieges. The Guild Defence system’s main goal is to prevent surprise offline sieges, not to interfere with an ongoing siege by allowing the defenders to coordinate building multiple Supply Towers at the same time to gain a significant amount of defence instantly. The Guild Rank required to withdraw Production Goods will be reduced from 4 to 3, to allow guilds the ability to deligate Supply Running activities without allowing those same peop...Patch Notes 1.0.17.61Aug 17, 2023 - Community AnnouncementsAdded 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.