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Latest patchnote:
------ FEATURES ------
- Player Housing is now implemented. You are now able to build your very own house! (Please note that we are currently testing only the basic system for Player Housing. There are roughly 1000 house spots unevenly spread across the continent and the placements of these spots are in no way final. The purpose for now is to test the basic construction of houses as well as how the servers cope with the housing system).
- Mounts are now implemented. Tame it, ride it, attack people from it but don’t fall off!
(For more information on how Player Housing and Mounts work in Mortal Online, please refer to the Quick Guide found here: http://www.mortalonline.com/files/beta/MO-Quick_guide_0_6.rtf)
- First draft of the lawless mining town, Gaul'kor is implemented.
- There are now pickable items in the world (although very few, currently).
------ ADDITIONS & CHANGES ------
- Ranged combat (Archery) have had its background mechanics revamped. As a player you will not see too many differences in how Archery works though. Please report any bugs you find with Archery on the tracker.
- Added Mounted Combat and Riding to the skills list.
- All static Mushrooms have been removed.
- All reagent vendors now have a limited supply of Nitre and Calamine.
- Nitre can be acquired by refining Nitre Crystals picked in the wild.
- Calamine can be acquired by refining Calamine Shales picked in the wild.
- Steppe Horses can now be found and tamed in the wild.
- Added support for "getting out of water" sounds.
- Improved the action bar system. It now supports spells, skills and items as intended.
- New Pet Command, ‘Graze’. See Quick Guide for more details.
- Bandaging a pet does now make the tamer regain some loyalty.
- Feed command does now give a little more loyalty.
- Roaming creatures now have dynamic collision. They should react to collisions with each other and players.
- The entire UI has received a graphical overhaul.
- Timing on footsteps is now accurate.
- Footsteps volume lowered.
- Tweaked volume on female breathing when tired.
- Increased impact sounds on male Thurs.
- Added sounds for breathing when surfacing water.
- UI sounds are now separated from master volume.
- Aiming with your bow will now apply a minor change of field of view (zoom).
- Player character, male and female, now have a completely new skeleton.
- Player physical asset (ragdoll) redone, female and male has their own physical asset instead of sharing the same.
- All character armor and body parts re-imported with new skeleton.
- All character animations re-imported based on new skeleton.
- All animations slightly tweaked.
- New mounted combat player animations implemented.
- New Horse animations implemented.
- New Physical Asset for Horse implemented.
- Horse animation tree implemented.
- Light Environment for characters has got an update.
- World light increased, it's actually sunny outside now.
- Character face morph has been changed.
- The priests of the world have received new clothing.
- You can no longer enter combat mode whilst resting.
- Loot bag durations have been changed. An unopened loot bag will remain on the ground for 5 minutes and an opened loot bag will remain for 1½ minutes.
------ BUG FIXES ------
General:
- Creating characters of 160 cm length is now working (again).
- Ammunition now has a tool-tip.
- You should no longer be able to jump while carrying too much stuff.
- Fixed issues with the knockback, it now works and looks a lot better.
- You should now correctly get the light-grey flag (locally allowed).
- Possible fix for creating characters with the same name but different caps.
- Fixed a bug were you got stunned while using a skill that wasn’t triggered.
- Fixed a bug where mana wouldn’t refill properly.
- Input while chatting should no longer trigger random movement on your character.
- Jumping while in the air will no longer drain stamina.
Creatures & AI:
- When battling, all members that are part of an attack will now correctly receive battle messages.
- Tamers will no longer gain skill in creature control, when the chosen target for command is invalid.
- Pets are now only able to attack valid combat targets.
- Any pet command will now abort any active command such as attack command.
- Pets should now always change from attack stance to normal stance after a battle.
- Tamers will not be grey flagged when their pets attack them.
- Tamers will be grey flagged if they hit their pets.
- When a Pet leaves battle, its attack target will now always be cleared.
- When a tamer tames a creature that has already been tamed before, the tamer will gain no taming skill points for it.
- Pets which have been lost due to lack of care will now have a low initial loyalty when being tamed the next time.
- Pet will now not run quicker towards tamer, if tamer is standing still.
- Abandon command is now possible regardless of distance to the pet.
- It should no longer be possible to tame several pets and keep the former pets’ commands going.
- Skill loss is now less imminent to loyalty loss.
- Pets loyalty loss is lower while its master is offline.
- Pets are now fully active while owner / tamer are offline.
- Bandage and Feed command now requires the pets name in the command as was intended.
- Fixes for the static collision detection of roaming creatures.
- The Minotaur’s charge attack will now send you flying.
Combat:
- You should no longer get flagged for using bash/push on other players.
- Less charge time for bows should now result in not only less range and accuracy, but less damage as well.
- Unsheathing a bow while charging it should no longer result in a constantly ticking stamina drain.
- Draw speeds for bows should now correctly be calculated from your strength and the bows strength requirement.
- You should no longer be able swing in melee while charging a spell.
- How well you fill the strength requirement of your bow should now properly affect the max range of the bow.
- Your bow should now cause less damage when shooting close to its max range.
- Bow hits should now show as "<player's> arrow hit you for <damage> <part>".
- Bow weak spot hits should now display correctly in the chat log.
- You should now be able to swap between ranged/melee combat mode just by switching equipped weapons.
Magic:
- The next spell cast after a "Your mind grew too tired to keep its spell" should no longer auto fizzle.
Skills:
- Fixed a bug where resting didn’t give you mana and health correctly.
- Fixed a bug where your attribute gain and skill gain increased at higher rates then intended when you reached 90+ skill.
Vendors:
- Fixed a bug where shift "got stuck" when splitting stacks of items.
Art & Sound:
- Small attenuation fix with Lumberjack/Mining-sounds.
- Heavy Robe hood will no longer give you the same shadow overlay effect as a plate helmet.
UI:
- Fixed a bug that would close multiple windows in the UI.
- Fixed a bug that would cause the mouse to not release UI windows that were being dragged.
- Fixed a bug that would prevent remaining attribute points from updating in the profile window.
Misc:
- Fixed a spelling error in looting a loot bag.
- Please refer to the Bug Tracker if you are curious about minor fixes that did not make the patch notes.
Comments
Well, what can I say!
I am impressed of what I see, it has already passed THAT game imo with this implemented!. Still beta, and already theese features in. Nice devs, I love you! Now, lets test it out alil.
Comments? Thoughts?
Dude im in here before the lockdown
Nice news btw..
Patch notes are public.
Aye, that is a public note. No breaking NDA's or nothing. Just had to write about it... So cool!
Oh my bad then...
On topic, is that a new town they r adding? SV is really working full speed. Lets just hope they give us a fantastic game..
Yes it is Gaul'kor... A mining town which is lawless. So prepare for some action I guess ;o)
Yeah, they are doing hell of a job. I mean the features they are adding is just great in the state of the game. As they have have been testing the combat system for that long and hopefully has all bugs fixed and manage to tweak it alil before launch I think it will rock when they go gold. I mean, when are usually mounts and player houses added in games nowadays ;o)
Isn't paying to beta a game not due out until next year so much fun?
Does the game still crash when 4 people try to fight?
Darkfall Travelogues!
You are not paying. Sure you bought the game, but that's a preorder but you are not paying a monthly fee.
As to the second question, the game is getting more and more stable.
Incredible but true. Devs have done what they said would do! This is BIG news in the world of MMORPG's! And for MO, afterall!
It is a question of fangs.
Wow, that is awesome! Between this game and Earthrise, the MMORPG genre may finally get a solid game released!
Tried: LotR, CoH, AoC, WAR, Jumpgate Classic
Played: SWG, Guild Wars, WoW
Playing: Eve Online, Counter-strike
Loved: Star Wars Galaxies
Waiting for: Earthrise, Guild Wars 2, anything sandbox.
Thanks for sharing.
That certainly got me a bit more interested. Mounted combat sounds like it could be quite fun. Wish I knew if it is going to be anything like the Mount and Blade system.
"Mr. Rothstein, your people never will understand... the way it works out here. You're all just our guests. But you act like you're at home. Let me tell you something, partner. You ain't home. But that's where we're gonna send you if it harelips the governor." - Pat Webb
Yes, mounted combat will be great. Also, just riding around instead of running around ;o) Big world hehe (and not even close to what it shall be). Cant wait to build my own house as well...
its not like M&B, but its better than DFO. The problem with MO lies in the fact that they haven't reveled how stat loss will affect GvG, how territory will trade hands, if territory will be able to trade hands at launch, how the war dec system will work, etc. Right now, MO appears to be a great RP PvE game, but since the devs haven't said how those things will work, and since stat loss is in the game and is exploitable, I doubt the game will attract PvPers or be a good game for people who like the things I do when it comes to PvP.
Games:
Currently playing:Nothing
Will play: Darkfall: Unholy Wars
Past games:
Guild Wars 2 - Xpiher Duminous
Xpiher's GW2
GW 1 - Xpiher Duminous
Darkfall - Xpiher Duminous (NA) retired
AoC - Xpiher (Tyranny) retired
Warhammer - Xpiher
I think you are mistaken this game for Darkfall at launch. This game hasn't been released yet, but it seems they are addressing the problems that players are having. And, hey, they are doing it before launch, unlike Darkfall. So, kudos.
I think you are mistaken this game for Darkfall at launch. This game hasn't been released yet, but it seems they are addressing the problems that players are having. And, hey, they are doing it before launch, unlike Darkfall. So, kudos.
Df addressed problems in beta 2 some stuff noo but maybe they didnt know how yet
its not like M&B, but its better than DFO. The problem with MO lies in the fact that they haven't reveled how stat loss will affect GvG, how territory will trade hands, if territory will be able to trade hands at launch, how the war dec system will work, etc. Right now, MO appears to be a great RP PvE game, but since the devs haven't said how those things will work, and since stat loss is in the game and is exploitable, I doubt the game will attract PvPers or be a good game for people who like the things I do when it comes to PvP.
actully alot of people pvp in this game already.. the pve is >.>
The dedication of the Star Vault team puts Aventurine and Tasos's blatant lies about the content of "his" game even more to shame. MO has implemented everything DFO pretended to have and which was in reality ditched. And you get mounts with REAL taming, not some retarded grass you have to find, most cheesy mount mechanic ever.
I'm glad to see there's one sandbox MMORPG developer who is true to his promises, AND who tries to really deliver a sandbox, with more activities than just killing each other.
Respect, walk
Are you talkin' to me? Are you talkin' to me?
- PANTERA at HELLFEST 2023
That's exactly my thoughts...
We haven't had a game made by gamers for gamers in a long, long time. These guys are developpers and they're really passionate about it and for that they really deserve to succeed.
I totally agree! And without saying too much, I love the new stuff!
its not like M&B, but its better than DFO. The problem with MO lies in the fact that they haven't reveled how stat loss will affect GvG, how territory will trade hands, if territory will be able to trade hands at launch, how the war dec system will work, etc. Right now, MO appears to be a great RP PvE game, but since the devs haven't said how those things will work, and since stat loss is in the game and is exploitable, I doubt the game will attract PvPers or be a good game for people who like the things I do when it comes to PvP.
I agree with this as MO doesn't seem to be gearing up to be a PVP game at all. Role Playing, Yes but PVP doesn't seem to be in this games future.
So the game is free for all PvP, you can attack anyone everywhere if you wish to, and you pretend PvP isn't in the game's future?
You trolls really ran out of arguments to post such nonsense...
Respect, walk
Are you talkin' to me? Are you talkin' to me?
- PANTERA at HELLFEST 2023
So the game is free for all PvP, you can attack anyone everywhere if you wish to, and you pretend PvP isn't in the game's future?
You trolls really ran out of arguments to post such nonsense...
i agree O-o they game has crap ton of pvp happening already
The PvP in Mo is fantastic. The best ever made in any MMO.
It seems SV is keeping their word and is not the vaporware that they have been accused of being in the past. From what i hear the game is getting ever more stable day by day, and the devs are working feverishly. Its starting off slow but seemingly steady. I dont have any problem waiting this game and hope the devs keep up the pace. The community seems dedicated, and the devs are genuinley passionate about this game. I hope that this game goes far.
Tried: EvE, DnD Online, LotRO, WAR, AoC,
Played: UO, SWG(pre-cu), GuildWars, FFXI, WoW
Liked: UO, SWG, GuildWars
Disliked: WoW, FFXI
its not like M&B, but its better than DFO. The problem with MO lies in the fact that they haven't reveled how stat loss will affect GvG, how territory will trade hands, if territory will be able to trade hands at launch, how the war dec system will work, etc. Right now, MO appears to be a great RP PvE game, but since the devs haven't said how those things will work, and since stat loss is in the game and is exploitable, I doubt the game will attract PvPers or be a good game for people who like the things I do when it comes to PvP.
Xpiher isn't in beta. That's a fact.
Statlos wont effect GvG, as you don't get it for killing people your at war with. It's exactly like DF.
Why would you need to trade territory?
You can build your own city, were you want. It's not preplaced spots that you fight over.
Get a group of guys, and build a city were you like. If someone builds near you, you destroy thier city. No reason take it when you can tear it to the ground and make them move someplace else.
RP PvE game?
With free for all, full loot pvp.
Statloss is in the game?
ALL the patch nots are public. Statloss isn't in yet; so how can you exploit a system that isn't in yet.
Won't attract PvPers?
Noting to do for PvP?
You can pick pockets.
Break into houses and rob them.
Steal other peoples mounts. There aren't DF mounts. You don't harvest a bush for them. You don't store them in your pocket.
Destroy someones home.
Local banks means people will actually be travelling with goods that need to be moved from one place to another.
mechanics that make bridges needed. Bandits holding a bridge anyone?
You have no idea what your talking about.
But how could you. You're not in beta.
Stop trying to spread misinformation about the game. It's no threat to Darkfall, they aren't the same style of game.
PS: You have NEVER seen housing like this. Absolutely amazing.
Mount mechanics as well.
They blow away anything I expected.