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Please note, the notes are not final and are subject to change.
Version 0.11.14.16 – Beta
2009-12-21
------ FEATURES ------
- The basic skill-dependent crafting system is now implemented.
- The advanced extraction (material processing) system is now implemented.
- Welcome to the jungle!
------ ADDITIONS & CHANGES ------
Optimization:
- Big performance optimizations related to Collision Meshes, LODs and textures across Nave.
- Optimized several parts of the server-code.
- Terrain geometry is now more optimized.
- Many materials have been optimized.
- Improved performance when attacking with melee.
- Mouse mode interaction is reworked, it is much more consistent now.
General:
- Christmas has arrived at the login screen!
- You can now choose your starting location.
- The harbor Toxai can now be found on the east coast just outside Morin-Khur; within this harbor the Sheevra and Veela have their respective Myrland embassies.
- Added customizable key bindings in the options menu.
- Added moving flags to various locations.
- Added support for different loot bags on different creatures.
- Added Astral Guidance Pillars in Etherworld that will show you the way to the closest priest (when you are dead).
- Added Skill Books and a new Skill Book Window.
- Added Book Vendors throughout Myrland.
- Added several different Workbenches for Extraction and Crafting throughout Myrland.
- Added Stamina draining when Swimming.
- Added destructible FFA Structures.
- Added Rags, you will now start with Rags equipped. Take them off at your own risk! The Rags will not be lost when you die. This simple piece of clothing gives you a small armor to start with and it hides your privates.
- Added support for several hit boxes on non-player creatures/NPCs.
- Added a 10% chance not to be interrupted when you cast Spells and get hit. However, moving (including Knockback) still cancels Casting.
UI:
- Redesigned the entire GUI.
- GUI for Extraction added.
- Quickbar and Quicktab combined and features added such as; hide and swap horizontal.
- Removed the drop box menus in character creation due to GUI issues.
- Redesigned the Spell Book layout.
Combat:
- If you have more than 5 in total Armor-weight you will get a penalty on your passive Mana regeneration. The more Armor-weight the lower your Mana regeneration will be.
- By default, all Spells are now 50% as effective as they used to be.
- By default, all Spells now cost 100% more Mana.
- Changed timers for enter/exit Combat Mode; enter now takes 0.5 seconds and exit takes 1.5 seconds.
- Increased swing speed of unarmed combat by 100%
- Jump height slightly decreased (-20%) in and out of Combat.
- Sprint speed slightly decreased (-10%) in and out of Combat.
- You will now regenerate zero (0) Stamina when Jogging by default.
- Rebuilt the calculation for Damage Bonus.
- Rebuilt the calculation for unarmed-melee Damage.
- By default you will now be in Mercy Mode for twenty (20) seconds.
- Made Stamina a lot more accurate.
- Made Handle Hits a lot more accurate.
- Fixed timer for Knockdown, it should now look and work a lot better.
- Improved the sync between melee release animation and when you can start another melee-move.
- Ranged/Melee damage is no longer static; it's now a random number of the maxDamage your weapon can do in relation to your Weapon Skill.
- All damage from players is now rounded down instead of up.
AI:
- Mounts are now scared of water and really high drops and will stop if they think you are putting them at risk.
- All horses now move a bit slower by default.
- Mounts will now regain Stamina when you are not mounted.
- Terrorbirds have migrated from Meduli to a more humid environment.
- Terrorbirds are no longer passive to players.
- Bushpigs are now a part of the jungle.
Art & Sound:
- Certain areas of Myrland have been reworked.
- The southern forest strip, between the steppes and the jungle, has received an overhaul.
- A lot of resource icons have been added.
- Lowered the radius of the Torch effect in third person.
- Added several new ambiances for caves.
- The Huergar tunnel system has recieved ambiance.
- Additional ambiances throughout Myrland added.
- Jungle ambiances added.
- New oceanic ambiance added by the shorelines of Myrland.
- Sounds for Waterfalls added.
- Lowered world ambiance.
- Toxai has got all new ambiances.
- Gathering now has a generic sound instead of a mushroom squish.
- Swamp footsteps are now added.
Housing:
- You can now Transfer the ownership of a House to a friend (via the House-Owner Sign).
Skills:
- The "beta skills group" has been removed in favor of the real skills.
- Logout will now be canceled if you move from the spot you triggered it at.
- You can no longer Swim by default.
- You now take 16 rather than 8 Drowning damage / second if you run out of air under water.
- By default, the time you can spend underwater is now greatly reduced.
- Reduced default Swimming speed.
- The Flag “Hidden Criminal” should now be working.
- You will now always be Flagged as either Hidden Criminal, Locally Allowed or Globally Allowed when attempting to steal something.
- The cooldown for Pilfering (stealing) is now 10 seconds.
- The cooldown for Snooping is now 5 seconds.
Added a couple of new skills, some of these are:
Active Regeneration, Meditation, Balance, Swift Riding, Basic Engineering, Passive Regeneration, Reading, Blocking Endurance, Blocking, Bowyery, Combat Movement, Controlled Riding, Damage Assessment, Extraction Appliances, Diving, Mounted Charge, Footspeed, Handle and Pole Crafting, House Construction, Combat Balance, Combat Maneuvering, Jumping, Knockback Resistance, Knockdown Resistance, Landing Technique, Mana Regeneration, Endurance, Agility, Anatomy, Mental Focus, Mental Offense, Mental Training, Ore Extraction, Momentum, Workshop Construction, Resistance Swimming, Sprinting, Subsisting, Survival, Crawling, Combat Tactics, Concentration, Swimming, Unarmed Blocking, Unarmed Technique, Weapon Crafting, Shield Crafting, Armor Crafting, Petrology, Metallurgy…
Please note that skill descriptions are continuously being added to the Skills Window, not all of them have descriptions yet. Also, there are several hidden Skills, not visible until you discover them by yourself or learn them from books.
------ BUG FIXES ------
General:
- Fixed a giant error in the maxHP calculation.
- Fixed a typo in the stuck command.
- Fixed a typo when dismounting.
- Fixed so that /logout now correctly gives a logout timer.
- You should no longer hear breathing sounds when under water.
- Fixed a bug that caused passwords containing Z to toggle the mouse at login screen.
- Inventory window should now update quantities as intended when casting Spells.
- Character size is now correctly calculated. Also, it should now affect max health and carrying capacity as intended.
- Default mapping of Left Arrow and Right Arrow keys has been set to strafing instead of turning.
- The Up and Down Arrow keys should now function as intended.
- You should no longer randomly start strafing endlessly in a direction whilst typing in the chat box. It was indeed a cool feature, but unfortunately it had to go.
- Guards should no longer attack a member of your guild when you use the guards command.
- The mouse cursor should no longer randomly pop up when clicking left mouse button in combat mode.
- Possible fix for the broken-character meshes (blue and T-posed).
- Fixed rubber-banding when you have a short character.
- The intro sequence will no longer be shown when you logout from a game session.
Combat:
- A shield that you don't actively block with should now correctly calculate damage when hit.
- Fixed a no Stamina drain exploit.
- You should now correctly get Stamina drain with left-hand attacks while using a shield.
Creatures & AI:
- You can no longer mount a horse while resting.
- You can no longer enter Mercy Mode while mounted.
- Tamed creatures should now properly respond to commands (again).
- Multiple mounts should no longer spawn when a character gets thrown off the mount.
- You will no longer see a magic extra horse when dismounting.
- Dismounting and then mounting a horse will no longer give it full Stamina.
- You should no longer continue riding on your mount when you die whilst mounted.
Housing:
- Guild members will no longer be flagged as Trespassers when entering their Guild House.
- Fixed so that you can now type in chat while Snooping.
- You will no longer see ghost houses when dying while searching for houses.
- Bridges will no longer look as they are being upgraded when they are finished.
- Server reboots will no longer reset bridges to 2000 HP.
- Houses should no longer be able to gain more HP than their maxHP when being repaired, unless you are using more durable materials to repair it with.
- Materials should no longer be added to house construction when using them for repairs.
- Destroyed houses should once again decay as intended.
- You should no longer be able to own a house that does not exist.
- Items that have had their stack reduced while being used for construction will now appear with the correct quantity when the server is rebooted.
- You should now be able to construct houses with Tindrem Messing and Pig Iron.
- You will no longer be able to trade with the house chest while being at a long distance away from the chest.
Skills & Attributes:
- Your Attribute Point Pool should no longer display as 0.000 when you login.
- Clicking resting whilst standing should no longer play the animation of you getting up.
- Fixed a bug that prevented criminals from receiving two (2) minutes additional flag time when performing multiple steals.
- You should no longer get a message saying your inventory is full when it really isn’t, when you steal something.
- Fixed a bug where the attribute lock icons disappeared from the Profile window.
Art & Sound:
- Geometry glitches in the terrain are gone. Texture seams are still visible at several places though.
- Large ambiances in Myrland have been corrected to non-spatial.
- World ambiances are now excluded from all caves and tunnels.
- Footstep sounds on glacier fixed.
- Fabernum and Kranesh smiths have found their lost fire ambiances.
- Attenuation on drop ambiances in caves has been fixed.
- Fixed an issue with the lighting in the Huergar Caves.
__________________
a.k.a Haiel
"We agree that any human being, programmers and testers included can make an error."
- ISTQB Foundation
Comments
F'cking great patch! Yes!
You can burn me, but i wont die.
This should be interesting
Doesn't look like it addresses the main issues of buggy combat, low fps and server lag with large amounts of people. It also doesn't fix tab targetting for casting spells and other stuff. So basically they've glossed over the real game breaking issues, again.
Seems like a good patch -- time will tell if it's any good. Adding features is always a good thing but since the game is basically really boring up until this point, it was kind of a necessity.
Now getting the server to stay up with lots of players online and provide good service well... that's another story altogether. The open beta will show what the server is made of, unless of course -- they limit the open beta. We'll see.
You may want to try actually reading the patch notes before opining.
If necessary, go pick up Hooked on Phonics first.
Hell hath no fury like an MMORPG player scorned.
You may want to try actually reading the patch notes before opining.
If necessary, go pick up Hooked on Phonics first.
They've done some 'balancing'?
So what people still die in 5 or so hits and currently it will be Counter-strike knife fight online. There appears to also be no mention of actually making the game world look nice, currently it's just massive open planes with a few deer which stand still and packs or horses which are there simply to be tamed.
Just read through it a bit more... so there still seems a lot missing for a whole 'game' experience. There are no new monsters in the patch. There is no monster AI for the existing monsters. Tindrem still isn't in the game.
And to boot, most of the skills being introduced aren't anything that will make combat any more fun than it is. It will still be the same circle strafe, one dimensional gameplay that they've always offered with a few tweaks to damage and maybe speed. I'm still waiting for what they said would be a "mage vs mage" duel in the interviews, that was inspired from UO. The magic system isn't getting touched either.
So +1 for a lot of fluff, great news for the crafters, bad news for PvPers. But if they fix the lag a bit, maybe that's good news for PvPers.
I agree with a couple of your points.
I'm personally a little disapointed that that tindrem isn't listed, no new monsters listed, and it doesn't seem like any advanced AI is in.
At the same time the first thing Christian wrote is that things aren't final; so we'll have to wait and see.
I disagree with the stuff about combat though.
If you didn't like it then you didn't like it. There's really nothing they can do outside of a complete change to make you happy. They did make some adjustments though, and there are several skills listed that are directly related to combat.
Also the skill list isn't a complete list, just SOME of the skills, wich means there are skills we won't know about till we get to test the patch, as well as the hidden skills that we'll have to learn and find. There appears to be a lot more to it then we're being told about.
wow... you owned him bad.
Nice patch !
I logged in for the first time yesterday (block A, I'm slow) and I just want to say the sky is simply amazing! that is all :P
The sky is the only thing that's amazing, sound about right to me.
I agree with a couple of your points.
I'm personally a little disapointed that that tindrem isn't listed, no new monsters listed, and it doesn't seem like any advanced AI is in.
At the same time the first thing Christian wrote is that things aren't final; so we'll have to wait and see.
I disagree with the stuff about combat though.
If you didn't like it then you didn't like it. There's really nothing they can do outside of a complete change to make you happy. They did make some adjustments though, and there are several skills listed that are directly related to combat.
Also the skill list isn't a complete list, just SOME of the skills, wich means there are skills we won't know about till we get to test the patch, as well as the hidden skills that we'll have to learn and find. There appears to be a lot more to it then we're being told about.
I suppose it's about expectations... when I read the interviews with Mats going into the pre-order, he explained that mage vs mage duels would be like UO. What does that mean to me? A duel where there are combos, reversals, counterattacks, etc. Right now, it's a matter of a CS knife fight (like Darkfall) where you wait for your swing timer to reset and keep swooping in and out. Magic is thrown in there now, so it will be interesting to see what kind of difference it will make regarding the PvP, but on the whole -- the combat is mediocre at best. PVKII has more deep melee, so does age of chivalry. And then you can get into the magic stuff, where UO is way better, or tons of other games in a first person point of view.
I guess I expected more. This patch was supposed to be the 'be all, end all' patch, that miraculously fixed everything. And while there may be a few hidden skills, I am going to guess that the hidden ones are not going to be dynamically combat changing. I could be wrong on that though. All in all, these features are put in to add a bit of fluff, so that launch isn't a complete disaster. But if you bill your core game as a "PvP MMO" and the PvP is mediocre or sucks, nobody's going to stick with it. That's why I find it problematic. I would drop all crafting, housing, horses, swimming, etc -- just to get combat to a point where it's revolutionary and amazing. Not just a horrid ripoff of countless games, and implemented poorly at that.
But maybe I expect too much?
I agree with a couple of your points.
I'm personally a little disapointed that that tindrem isn't listed, no new monsters listed, and it doesn't seem like any advanced AI is in.
At the same time the first thing Christian wrote is that things aren't final; so we'll have to wait and see.
I disagree with the stuff about combat though.
If you didn't like it then you didn't like it. There's really nothing they can do outside of a complete change to make you happy. They did make some adjustments though, and there are several skills listed that are directly related to combat.
Also the skill list isn't a complete list, just SOME of the skills, wich means there are skills we won't know about till we get to test the patch, as well as the hidden skills that we'll have to learn and find. There appears to be a lot more to it then we're being told about.
I suppose it's about expectations... when I read the interviews with Mats going into the pre-order, he explained that mage vs mage duels would be like UO. What does that mean to me? A duel where there are combos, reversals, counterattacks, etc. Right now, it's a matter of a CS knife fight (like Darkfall) where you wait for your swing timer to reset and keep swooping in and out. Magic is thrown in there now, so it will be interesting to see what kind of difference it will make regarding the PvP, but on the whole -- the combat is mediocre at best. PVKII has more deep melee, so does age of chivalry. And then you can get into the magic stuff, where UO is way better, or tons of other games in a first person point of view.
I guess I expected more. This patch was supposed to be the 'be all, end all' patch, that miraculously fixed everything. And while there may be a few hidden skills, I am going to guess that the hidden ones are not going to be dynamically combat changing. I could be wrong on that though. All in all, these features are put in to add a bit of fluff, so that launch isn't a complete disaster. But if you bill your core game as a "PvP MMO" and the PvP is mediocre or sucks, nobody's going to stick with it. That's why I find it problematic. I would drop all crafting, housing, horses, swimming, etc -- just to get combat to a point where it's revolutionary and amazing. Not just a horrid ripoff of countless games, and implemented poorly at that.
But maybe I expect too much?
I play Age of Chiv.
You're way off base. Age of Chiv combat is a LOT like MO, without the ability to charge an attack, wich would make combat a LOT more fun if I could.
Archery is a lot worse in AoChiv as well. There isn't really any arrow arc.
Not to mention they're completely dif. games, and AoChiv has no magic.
However this discussion would be better suited to its own thread.
Without going too far off topic... Age of Chivalry's melee is more fluid than MO's. The games play very similarly however, except the MO is inaccurate and laggy lately due to the MMO nature of it. But that's the system they decided on, so they should make it at least as fluid as AoChiv, which it currently is not.
I think as you said, it's a matter of preference, and I find Age of Chivalry's melee system to be very tiresome and boring, so it's unfortunate MO adopted that type of gameplay. But if you prefer it, there are a handful (Gobwar and others) who agree with you so have at it. I just think you will suffer a similar problem that Age of Chiv has, is that it's a very underplayed game. And for an MMO with recurring costs well... that doesn't bode well for your longevity in the game.
Whatever...nVidia partnered with them. That alone covinces me that SV deserves a shot and shouldn't be subject to random cries of "THIS GAME HAIS NO GUD STUFF!!"
@Hercules we got an update from Denny
[quote=Denny Lindberg;640607]Weird, patchnotes are missing some then. All I can say is that some more were added, you'll have to find out. [/quote]
So definitely new mobs there !
You can burn me, but i wont die.
You beat me to it.
nVidia did not partner with them, any more than Epic Games "partnered" with them.
I have to laugh at how they stretch the truth in how they use 'partners' when really, they are simply licensing technology and call that a 'partnership'. It's an outright lie, and it's easily proven. Check out the press releases from nVidia and from Epic. Both of them have not mentioned any partnership with Star Vault, or Mortal Online in any way, shape, or form. And since both companies release all news of any partnerships they have on their press release pages, you can find quickly that Star Vault is yet again pushing a lie to further the idea that they have some strong solid base that does not exist.
I'm sorry, but this is the type of stuff that ticks me off more than the game sucking, because it's an outright lie.
Any mob AI? Like I said, it was a possibility it was overlooked, so I guess you were right
Any mob AI? Like I said, it was a possibility it was overlooked, so I guess you were right
Dunno yet, I'll ask in irc.
You can burn me, but i wont die.
I'm going to wait at least 3 months before I purchase this game for sure.
SexuaLobster's Grease Portal
good decision if you want more polished first time experience.
You can burn me, but i wont die.
I bought it but won't renew for at least a year unless a miracle happens in this games development. In the meantime, Darkfall is coming into its own. Mortal Online has a LONG way to go to offer Darkfalls quality of gameplay.
I bought it but won't renew for at least a year unless a miracle happens in this games development. In the meantime, Darkfall is coming into its own. Mortal Online has a LONG way to go to offer Darkfalls quality of gameplay.
Yeah two months after MO's release and it's already a head of it. hehe
You can burn me, but i wont die.
I bought it but won't renew for at least a year unless a miracle happens in this games development. In the meantime, Darkfall is coming into its own. Mortal Online has a LONG way to go to offer Darkfalls quality of gameplay.
Yeah two months after MO's release and it's already a head of it. hehe
I doubt it but we will see. I do want to see it succeed and become a good game though.
A few more of those patches and i will be playing MO : )