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Patch Notes: Version 1.20.36.50 (08/02)

funkmastaDfunkmastaD Member UncommonPosts: 647

Here's the patch-notes for the update scheduled to be released on the 2nd.  (my money's on the 3rd, since SV follows in the grand tradition of MMO devs in that regard)

---  copy pasta below --

 

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 beed 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.

 

http://www.mortalonline.com/forums/50925-patch-notes-v-1-20-36-50-patch-goes-live-monday-august-2nd.html#post982887

Comments

  • RohnRohn Member UncommonPosts: 3,730

    Good info here.

    Looks like some good tweaks to thievery in there, though they've probably got more work to do on it.  I think that's one of those playstyles that is always going to be hard to satisfy everyone with - thief and victim alike.  From what I've seen recently, a lot of the guys that were just curious about thieving have pulled back, while the guys that really wanted to be thieves are still at it.

    Also some interesting guild warfare tweaks.  I'm not a big fan of the 5 war limitation, but it's one of those things that sounds temporary.

    As silly as it sounds, a lot of people are pretty excited about the emotes, especially "sit".

    Hopefully it'll be another good patch when it hits.

    Hell hath no fury like an MMORPG player scorned.

  • AethaerynAethaeryn Member RarePosts: 3,150

    If this patch goes through without any major hitches I will resub for sure.  Great stuff.  Especailly pushing thieves to reveal them.

    Wa min God! Se æx on min heafod is!

  • PyrateLVPyrateLV Member CommonPosts: 1,096

    Originally posted by Aethaeryn

    If this patch goes through without any major hitches I will resub for sure.  Great stuff.  Especailly pushing thieves to reveal them.

     

    The problem I see with the Pushing to reveal thieves is jerks running around pushing everyone trying to reveal Hidden Thieves.

     

    Im more lookiing forward to the Aug 9th Patch

    ---------------------------------------------

    9th of August:

    • Deployable extracting

    • Deployable camping sites

    • Mount equipment (bags and armor)

    • Combat special moves

    • Player vendors

    • Banners & Guild Tabards

    • Destructible spawners

    ---------------------------------------------

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    ITS TOO HARD! - Matt Firor (ZeniMax)

  • AethaerynAethaeryn Member RarePosts: 3,150

    Yeah they need to limit it somehow. . pushing is already annoying.  Good point.  Although it is not as annoying as getting robbed.  Recent changes have helped that as well though.

    Wa min God! Se æx on min heafod is!

  • ZookzZookz Member Posts: 244

    They seem to be making decent headway on this game. I've had my eye on it for awhile. I'm just waiting until there's more toys in the sandbox to come play. What else are they working on?

  • RohnRohn Member UncommonPosts: 3,730

    I've seen suggestions for flagging people after they've pushed a certain number of times, which I think would be a good idea if done correctly.

    While I'm not a thief player, so far I like the rules they've implemented.  I'm sure there's more in store for thieving overall, and more balancing to do, but it's not the free money grab that it was in beta.  These rules seem to be separating the good thieves from the bad ones.  From beta, I believe a lot of people thought the life of a thief was going to be lucrative and easy, as they just wait for their "mobs" to come to them, bearing fat loot to be easily lifted.  Not so with the current rules, but a clever thief appears to be able to do pretty well.

    I saw a player following a thief around in Fabernum two days ago, calling him a "noob".  To which the thief simply responded,"Yeah, well, I've still got YOUR gold".  image

    Before they put thievery back in the game, I'll admit I didn't miss it.  But now, I do think it adds a nice additional element of danger to the game that was missing, especially in town.  It's not hard to keep yourself thief-proof if you take precautions, but the threat means you do have to stay on your toes.  And, it does add another viable style of play to the game, which is a good thing.

    Hell hath no fury like an MMORPG player scorned.

  • RohnRohn Member UncommonPosts: 3,730

    Originally posted by Zookz

    They seem to be making decent headway on this game. I've had my eye on it for awhile. I'm just waiting until there's more toys in the sandbox to come play. What else are they working on?

     

    From a recent update, these are the things they're working on for the near term (though they are also probably working on other things concurrently):

    _________________________________________

    Content preview of the next 3 patches.

    Please keep in mind that these are NOT the complete patchnotes.





    2nd of August:

    • Thievery balances and fixes

    • Combat balances and fixes

    • Emotes (including "sit")

    • Player crafting recipes

    • Upkeep for buildings (re-)enabled

    • Guild tags, toggleable identification

    • Change to war decleration system



    9th of August:

    • Deployable extracting

    • Deployable camping sites

    • Mount equipment (bags and armor)

    • Combat special moves

    • Player vendors

    • Banners & Guild Tabards

    • Destructible spawners



    16th of August:

    • Territory control

    • Rare boss spawn (not an epic creature)





    Coming features/content:

    • New UE build (visual improvements, possibility of Speedtree 5.2, improved AI)

    • High res textures

    • Complete overhaul of current GUI/UI. Adding flash support

    • Crafting system finalized (weapon, armor and bow)

    • Item system finalized

    • Magic system in spell book system, 2 complete schools

    • Finalizing dungeons and different locations in Myrland

    • AI finalizing for common mobs/NPCs

    • Destructible doors, chests

    • Finalizing FFA structures, destructible

    • Skinning/butchery

     

    http://www.mortalonline.com/content/under-development

    Hell hath no fury like an MMORPG player scorned.

  • RohnRohn Member UncommonPosts: 3,730

    Looks like they are patching the server right now, so we should be able to check it out in a while.

    Hell hath no fury like an MMORPG player scorned.

  • thorppesthorppes Member Posts: 452



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

     

    OH MY GOD IT'S SO PRETTY!! Make the rest of the world like this now.

  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,654

    Link to thread created by the OP to discuss the patch on the official forums:

     

    http://www.mortalonline.com/forums/51056-wtf-did-you-do-sv-loool.html

     

    Interesting that a lot of people have the exact same amount of file errors (931) after this patch...

    All time classic  MY NEW FAVORITE POST!  (Keep laying those bricks)

    "I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator

    Proudly wearing the Harbinger badge since Dec 23, 2017. 

    Coined the phrase "Role-Playing a Development Team" January 2018

    "Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018

  • thorppesthorppes Member Posts: 452

    Hot fix coming soon <3

  • BillyM80BillyM80 Member Posts: 9

     


    View Poll Results: what do you think of the patch? stable wise?

    theres a load of new bugs!


    23

     60.53%

    good patch...not many bugs!


    15

     39.47%

    Voters: 38. You have already voted on this poll
  • thorppesthorppes Member Posts: 452

    Yes there's another patch coming to fix the new crashing. By loads of bugs that was the only one.

  • RohnRohn Member UncommonPosts: 3,730

    Originally posted by thorppes

    Yes there's another patch coming to fix the new crashing. By loads of bugs that was the only one.

     

    Yep, they started a hotfix on the server about 30 minutes ago.

    Hell hath no fury like an MMORPG player scorned.

  • VepgenusVepgenus Member Posts: 398

    Got to say bugs aside my interest is really started to get peaked by MO, if they keep up the patch pace they have set I may have to check this game out.

  • DiekfooDiekfoo Member Posts: 583

    Originally posted by Rohn

    Originally posted by Zookz

    They seem to be making decent headway on this game. I've had my eye on it for awhile. I'm just waiting until there's more toys in the sandbox to come play. What else are they working on?

     

    From a recent update, these are the things they're working on for the near term (though they are also probably working on other things concurrently):

    _________________________________________

    Content preview of the next 3 patches.

    Please keep in mind that these are NOT the complete patchnotes.





    2nd of August:

    • Thievery balances and fixes

    • Combat balances and fixes

    • Emotes (including "sit")

    • Player crafting recipes

    • Upkeep for buildings (re-)enabled

    • Guild tags, toggleable identification

    • Change to war decleration system



    9th of August:

    • Deployable extracting

    • Deployable camping sites

    • Mount equipment (bags and armor)

    • Combat special moves

    • Player vendors

    • Banners & Guild Tabards

    • Destructible spawners



    16th of August:

    • Territory control

    • Rare boss spawn (not an epic creature)





    Coming features/content:

    • New UE build (visual improvements, possibility of Speedtree 5.2, improved AI)

    • High res textures

    • Complete overhaul of current GUI/UI. Adding flash support

    • Crafting system finalized (weapon, armor and bow)

    • Item system finalized

    • Magic system in spell book system, 2 complete schools

    • Finalizing dungeons and different locations in Myrland

    • AI finalizing for common mobs/NPCs

    • Destructible doors, chests

    • Finalizing FFA structures, destructible

    • Skinning/butchery

     

    http://www.mortalonline.com/content/under-development

    I am really looking forward to the patch at 9th of august. Many nice stuff.

  • XianthosXianthos Member Posts: 723

    Originally posted by Vepgenus

    Got to say bugs aside my interest is really started to get peaked by MO, if they keep up the patch pace they have set I may have to check this game out.

    Yep im aswell lurking and waiting how the improvements going on :-)

    EvE doors

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