SV has published the patch notes for 23 August:
Patch Notes - Version 1.52.03.12 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. As always, the Patch Notes are posted a little bit ahead of the actual patch.
------ ADDITIONS AND CHANGES ------ General:
Rebuilt the guild-war system.
Reduced the timers for canceling/adding guildwars it's now 3hours.
Implemented several more messages for guildwar updates.
Opening/Closing palasiade gates now have a 20sec cooldown to avoid spam.
Opening/Closing house doors now have a 2sec cooldown to avoid spam.
Clicking the selected character in the character-select-screen will now be the same as clicking enter game.
Unified the HP of most of the vendor/tutorial npcs (it's now 300hp).
Added some more restrictions for fledgling/trial users. More items have been marked as restricted and can not be traded by trial/fledgling users.
Reduced the amount of damage a lictor does from 500 to 300.
Pets killed by lictors will now NOT drop any loot.
Art:
Added soundcues when important guildwar updates happen.
Increased weight of the horse additive animations to give the player some more feedback when riding.
Killing NPCs using a lot of force will now cause them to explode into a crimson mist.
Added a particle-trail when you hit someone with a slashing melee-weapon.
Added a better particle-system that gives you a better feeling of where you hit with melee-weapons.
Weapons that have a slashing type of blade will now slash "through" the player/npcs when you hit rather then bounce of it. Blunt weapons will still "bounce" thou.
Added sounds for hitting with slash/blunt weapons to make more impact.
Reduced the volume of the minor blood-decal impact sound.
Made two new hitsounds for melee-weapons based on if they are blunt/slashing.
AI & Mounts:
Made some modifications to the turning of horses, each "step" is now 1/3 of what it was and the tweenspeed is three times as fast. Meaning the horse will have the same turnspeed, but you have better controll over it.
Removed the full turn when standing still and double-tapping the back key on a mount.
Reduced the overall eye-sight of mounts making them less scared of things very far in front of them.
Rebuilt the base of the mount-control. Scraped the idea of having a "target" for the mount to run towards and made a new better way to controll the mounts speed and rotation. This should make the mount a lot easier to control.
You can now hold down S when riding to repetedly tell the mount to go slower.
Rebalanced most of mounts stats to make them easier to controll.
Added a minor tween for the pitch of horses when riding around on very non-flat terrain, to avoid seasickness.
The camera will now try to counter pitch when you are riding rather then following the mount's pitch.
Made several more checks for the mount to make it less scared of hills.
Horses will now be scared of high drops. If you slow down they will still be able to jump down thou. Horses that see a scary drop will try to slow down and not as before, go into panicmode.
Trippled the interaction distance when you use your pet.
Skills:
Players will now start the game with the resting skill.
You will now regain a minimum of 1HP / round when resting or sleeping even if you don't have the resting skill.
Removed the messages for when you exit resting/sleeping.
Removed the "You regained some strength." messages from resting/sleeping.
The amount you regain from resting will now increase when you are sitting in a house or close to a campfire.
------ BUG FIXES ------ General:
Mailed items will no longer take up space in your inventory when you are splitting stacks.
Fixed a equipment glitch when unequipping while having a full inventory.
Combat:
You can now correctly choose what side to swing from whilst on a horse by looking in the direction that you wish to swing.
Hell hath no fury like an MMORPG player scorned.
Comments
Another lulz-patch. Like pissing into a forest fire. I especially like the "AI & Mounts" section that is, as usual, 0% about AI and 100% about mounts. I guess global warming was a too tough enemy for the AI development team. Or maybe Henrik bought a new dog and couldn't code the AI?
Bet it'll bring more bugs than features again. *sits back and grabs popcorn* Btw someone needs to ban the first page of replies in the topic you linked.
I was waiting for you Rohn!!
I thought that they were focusing on bug fixes this fixes none of the major gugs or exploits in the game.
You should of linked the forum reaction to the new patch as well. Most of the players are disapoint.
http://www.mortalonline.com/forums/66198-patch-version-1-52-03-12-discussion.html
I was in IRC for most of the day when they used to have patch days with the server down as it is now there would be 150-200 people in the IRC room. All day there have been 70-85. I asked a few of the long time players via pm where is everyone and all of them commented the game is dead.
Today, 11:27
#5 (permalink)
princereaper
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Join Date: Feb 2010
Location: england,london
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cool patch now fix all the damn exploitations that killed the war.
Like being able to cast magic at people behind walls. http://www.youtube.com/watch?v=DHWTJ9O3smo <--- thanks to this , i was able to be killed in my shed behind a locked door.
Using overhead strike to carry you though the wall so you can see people inside a house.
fix when people ride down mountains and fly
fix when people go next to a tree and fly in the air.
make sure trial accounts can't shoot a catapult or i start macro firing a catapult on a trial account.
make sure that when a pet is killed, it stuff doesn't come back with all its stuff
oh yeah stop people from editing the ini files, someone told me how you can turn off ghost vision by just changing a number from 1 to 0.
Fix the client needing to be restarted after a server restart
fix mob spawns. so that they do not break.
Fix the prediction in big battles, every now and again people will freeze and you can walk around and beat them up and they take damage because they are standing still on your screen.
Fix the combat system, try perfect blocking someone running in circles around you, you need to predict their movements, since there some delay.
Fix textures and memory leaks so that when people come into your screen it doesn't lag you out while they are not lagged out.
Fix the general memory leak with the game, people say it could be that it not dumping shit on the ram property, or something, since you can time it for 2 hours and watch the performance decrease to like 5fps just by standing still in town doing nothing and just timing the decrease over a two hour period.
Fix npcs, you have 2 npcs, some times, you see them flying in the air or even have half or most of their body in the ground.
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Fix the annoying ghost horses (the no-name trail horses left behind)
Today, 11:57
#9 (permalink)
Shh
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Join Date: Feb 2011
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not one mention of a possible fix for FAILED. Are we still working on this game breaking feature?
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In Gaul'Kor the law is handed out with an Iron Fist.
Today, 14:10
#37 (permalink)
fastkarl
Newbie
Join Date: Aug 2011
Rep Power: 0
Quote:
Originally Posted by R1ck
please fix invisible weapon bug... it getting old now..
That has been in since beta it can not get any older.
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A forum poster talking to Sindas.
"Please go back to crying about getting griefed, you have no place on the political forum"
This is just lulz anyway. Not only is there no plausible explanation for this, regarding the realism of the gameplay, it also means that butchers are a little more screwed than before now. XD
Today, 16:10
#17 (permalink)
Azarahthehunter
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the prediction system is fucking shit...
Frontal
oh
10:19
Frontal
horses drown now
10:19
Frontal
even with 0 items on me
10:19
Frontal
good job SV
Any time you mention the word "rebuilt" in a minor patch, means that your coding sucks.
Today, 14:16
#42 (permalink)
Gigamo
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Join Date: Mar 2009
Location: Belgium
Posts: 370
Rep Power: 3
I don't notice any difference in prediction. The new slicing instead of bouncing is cool as fuck too.
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Everyone's got an opinion. Probably going to take a little time to get used to the slightly different feel.
Hell hath no fury like an MMORPG player scorned.
Well those two postings you quoted don't neccessarily contradict themselves.
Guess he did not want to quote this one.
Today, 19:27
#40 (permalink)
deathshroud
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Join Date: Aug 2009
Location: UK
Age: 28
Rep Power: 3
i think the new ocmbat prediction feels awful, feels like im only winning cause my internet sucks, anyone else dislike it? also i dont like the feedback from hitting someone often it feels like i havent hit until i check my chat log.
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"L dont even play this game anymore cause hes just like me tired of all the exploiters" - blackmage (rip)
You must be joking... The Prediction System either works properly or it doesn't, there shouldn't be any feel to it.
I win!!! LOL@U
The prediction system does work properly, at least ground combat does. That part doesn't seem any different to me from what I've played.
The subtle changes to combat DO feel a little different, and take a little getting used to. So far, it's pretty freakin' cool.
Another opinion:
Today, 17:58
#56 (permalink)
GreatTwin
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Join Date: Dec 2010
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This is fucking awesome! slicing through someone wearing armor will take some getting used to...
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Hell hath no fury like an MMORPG player scorned.
This quote has nothing to do with the prediction system. It has to do with the way edged blades go through people now. Also the ggetting hit by invisible people is still in the game... How did that not make top of th e big fixing list?
probably becuase the failed bug is not an easy fix,
there are 2 types of mmo, imitators and innovaters.
http://www.mortalonline.com/forums/66191-patch-notes-23-august-2011-a-2.html
It seems it was a good patch regarding to the people in the thread. Now I just have to test it myself. See you ingame!
So they can only do easy fixes? XD
And how would you know that? Are you involved in MO's developement? Are you a programmer?
It doesn't work and the quote you just posted was someone talking about the effect when slashing through someone feeling like a real slash and not like a blunt effect anymore, absolutely nothing to do with prediction system.
As stated above, it does work - I've noticed no significant change in prediction since the patch - it's still pretty good. That comes from my own personal play experience, which fortunately prevents me from being forced to swallow every forum post hook, line, and sinker as "truth" (which is a really bad idea). A lot of the criticism found here is unfortunately outdated, or exaggerated, which is caused by the lack of current experience with the game some critics have.
Perhaps you can provide some video from your most recent personal play experience to illustrate what you're talking about.
Hell hath no fury like an MMORPG player scorned.
I quoted your fellow forum friend Death Shroud.. Maybe you 2 should get together ingame and see what he is talking about.
As stated above? so because you state it it works? It seems your bias has come to the point where you are in denial...
it doesn't work, its aweful and it has NEVER worked. I played during closed Beta, (since Jan 2010) I played at release, and now, today I am playing the trial, and its still the same, it is terrible, wether its PvE or PvP, stuff hits you when 10 meters away from you, and the blocking or landing a hit often seems completely random, I really don't know what game you've been playing all this time but it isn't MO.
And the guys talking about slashing isn't refering to the prediction system, so there you go, my hair is a bird, your argument is invalid.
edit : oh and don't you worry, I will fraps in meduli this weekend and show you how aweful prediction system STILL is, just like rocket pigs are still in game...
Lol but the thing is he probably lives right on top of the server so not much to predict.
Oh and on a side note I was pvping a friend that lives in the same country as me and the prdiction was all messed up, but then I played someone that lives on the other side of the world and it seemed 100% beter. I dont know how that could be but just my view.
CLient side hit detection I guess, or else prolly the mystical coding by SV...
ROFLMAO. It hardly matters when it takes 4 sword hits to PK murder an unarmered, unarmed (well, I do have a pickaxe but that only gets used when I run away from weasels) miner. So far its happened twice today.
Which means that combat is just bizarre at this point. Or maybe two members of the "best (PvP/PK) guild on the server" need retraining.
Either way, you guys should be whining to SV about it.
Its about me
Was just gonna say, nothing to predict with a zero ping.
apparently last patch causes people to "teleport"...Its nice to see that things don't change, I can remember that bug in Beta...
http://www.mortalonline.com/forums/66262-teleporting.html