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Public changelogs.
http://www.mortalonline.com/forums/26827-beta-patch-9-12-13-changelog.html
I highlighted my favorites.
------ FEATURES ------
- The dynamic Skill System is now introduced, new skills to be added soon.
- The placeholder Character Creation has been updated; it’s now entering the final stage.
- First draft of the guild system is implemented.
- Introducing FFA Structures (structures available for all to build or destroy at certain points of interest). Right now several unfinished bridges can be found and built in places around Myrland.
- The Blainn of the Oghmir clade (race family) is now available for play.
- The new hair style system is implemented.
- Torches are introduced.
------ ADDITIONS & CHANGES ------
- The placeholder Player House model and upgrades have been replaced with the real ones.
- More Terrain available south of Morin-Khur.
- More Terrain available west of Moh-Ki.
- New Khurite Village, Bákti, west of Moh-Ki.
- An abandoned bandit camp with fortifications can be found south of Morin-Khur.
- Rebuilt the mount/node system, it should now be almost 100% safe (needs beta-testing to be sure).
- Reduced the damage bonus you get from mounted-combat-speed.
- Improved efficiency for creature spawning.
- Improved efficiency for server side creature movement.
- Creatures should now refrain from running out from cliffs and drops.
- Creatures now have more individual characteristics.
- Changed look of quick bar and quick tab.
- Escape now closes all windows, starting with the latest one opened.
- New Skill Window.
- Chat Window revamped.
- New spell icons.
- Guild Window added.
- Updated character creation music.
- Added sound effects in character creation.
- GUI sounds improved.
- Sound when bodies fall to the ground is lowered.
- Dogs and Wolves have got some new sounds.
- Terror Bird has received an audio overhaul.
- Optimization tweak with world ambience.
- Old world ambience replaced with new shiny one.
- Ambience added in camp outside Gaul'Kor.
- Music implemented into Mortal Online.
- House spots reduced in the area near Meduli for now.
- House spots reduced in the area west of Morin-Khur for now.
- A few new house spots added in different places around Myrland.
- Tweaks made to certain collision meshes to improve performance.
- Several Model LODs added and tweaked.
- Meduli has gotten a small facelift.
- GUI sounds added for: clicks, money and keys. *
- GUI has received a new font. *
------ BUG FIXES ------
General:
- You should no longer, again, be able to jump while overweight; this is true for mounts too.
Creatures & AI:
- You can no longer use all the pet-commands WHILE mounted.
- Jumping while mounted no longer drains stamina from the rider.
- Mounts now also take fall damage when the rider takes fall damage.
- Dismounting and remounting will no longer restore the mounts stamina to full.
- Fleeing creatures should now update their headings to move away from the player during a chase.
- Fleeing creatures should now collide.
- Creatures should now flee again if confronted while they are returning.
Combat:
- Fixed so that you now can aim your melee-attack from mounts up or down rather than just hitting people on the side of you.
- Fixed Shield-Bash hit-detection.
- Fists will no longer sporadically block when moving around.
Skills:
- You should no longer receive skill gain in Mounted Combat when not mounted.
- You should no longer receive skill gain in Bows when shooting at houses.
- You should no longer receive skill gain in Creature Control when attacking your own pet.
Housing:
- House chests will no longer permanently lock themselves when beginning construction of a new tier.
- House chests are no longer accessible from outside the houses and through the walls.
Art & Sound:
- Fixed Collision issues with Nereb Madgulu.
- You no longer hear the "breathing"-sound when you run out of stamina while swimming, or underwater.
- Players and creatures will not be lit by the outside light when deep inside the caves/tunnels anymore.
- Several static torches removed from the caves.
- Fixed mesh errors on the Morin Khur bridge which caused some objects on it to appear transparent.
- Players should no longer get stuck behind the tower near Fabernum.
- Morin-Khur now has its own bank.
- Players should now be able to walk all the way up the doorway stairs in Meduli.
- All the missing priests have now found their way back to their statues.
Notes that get added during the day (Nov 17th) will be marked with *
Comments
Nice list : )
So when and were can i get it?
MO and DF should be enough for me for a couple of years.
Here:
http://www.mortalonline.com/
You can get it now.
Supposed to officially release by the end of the year, but if they still got copies for sale you can get into the beta in the meantime.
There's probably 2 more large patches before release, if they stick to the schedule they're on.
Here:
http://www.mortalonline.com/
You can get it now.
Supposed to officially release by the end of the year, but if they still got copies for sale you can get into the beta in the meantime.
There's probably 2 more large patches before release, if they stick to the schedule they're on.
i still guessing a jan release cause of bugs
I gess the release will be around new year . But it's taken large steps forward for every large patch lately.
Here:
http://www.mortalonline.com/
You can get it now.
Supposed to officially release by the end of the year, but if they still got copies for sale you can get into the beta in the meantime.
There's probably 2 more large patches before release, if they stick to the schedule they're on.
The game is still borderline unplayable, they still have a LONG way to go just to make a playable game. There's no chance of them releasing this year unless they run out of money again.
Here:
http://www.mortalonline.com/
You can get it now.
Supposed to officially release by the end of the year, but if they still got copies for sale you can get into the beta in the meantime.
There's probably 2 more large patches before release, if they stick to the schedule they're on.
The game is still borderline unplayable, they still have a LONG way to go just to make a playable game. There's no chance of them releasing this year unless they run out of money again.
I didn't create the thread for you to troll in.
And why the hell do you think so? I really sense a lot of trolling here.
You can burn me, but i wont die.
Wow...
I don't think I've ever seen that many HUGE patches in such little time... like... ever.
These guys are on fire, thanks for the post for us too lazy to get on mo.com
new patch notes!
- Added "Propose war" sound for Guilds. *
- Entire mount-system rebuilt. (To fix some core bugs with mounts, you won't notice any difference except riding mounts should be less buggy.)*
- Added a simple logout-timer. *
- The patcher has been revamped and is now a lot faster. *
- You should no longer end up falling through the world while riding a mount. *
- You can no longer mine,lumber or rest while mounted. *
- You should no longer turn into an elf with Tindremic-armors. *
Another one already?
How does the "characters" work on a server ( one or several)? My gf want to play as well. Kinda difficult in DF were it is one character on a server.
You can have multiple characters.
Hell hath no fury like an MMORPG player scorned.
If I remember right, Henrik was talking about 2-3 characters per server.
You can burn me, but i wont die.
You can have multiple characters.
RIght, because there is a skill cap. Which is nice because it will allow us, the community, to create classes. Meaning that people can experiment with different skill choices to possibly find cookie-cutter setups (classes).
That is how the very basic idea of classes got started in the first place. I much prefer this system because WE, the players, will get to decide what we collectively consider as a 'class'. And even then there is absolutely nothing that will make someone use the suggested skill builds. Freedom in character building...love it.
You can have multiple characters.
RIght, because there is a skill cap. Which is nice because it will allow us, the community, to create classes. Meaning that people can experiment with different skill choices to possibly find cookie-cutter setups (classes).
That is how the very basic idea of classes got started in the first place. I much prefer this system because WE, the players, will get to decide what we collectively consider as a 'class'. And even then there is absolutely nothing that will make someone use the suggested skill builds. Freedom in character building...love it.
I dont know...i have never liked the idea of classes. And i will never understand how a skillbased system can create "classes".
But i think i "understand" what you mean : )
And its good news for me with multiple characters on one server.
If war decs have to be accepted all hope is lost. Expect reverse grifing and exploitation of the flagging system to abound. Everything else in the game is pretty solid though, excluding bugs and how slow combat is
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 it only need to be accepted if a blue guild declare war against another blue guild. I think that is good, tbh. But I am just gessing. And things can always be changed anyway. The guild window is the first draft of it. I am sure it will be improved.
Clombat slow? Well if you have lowest skill on everything ... it is a bit slow. It is also slower than WoW and Darkfall where you just smash the keys many times a second without any bigger thought. In MO there are more realistic tactics involved where you also have to keep an eye on your stamina. I have heard many people playing MO that is saying that this is the best melee system they have played, in any MMO. Even thou there are things that always can be balanced more and improved.
You can have multiple characters.
RIght, because there is a skill cap. Which is nice because it will allow us, the community, to create classes. Meaning that people can experiment with different skill choices to possibly find cookie-cutter setups (classes).
That is how the very basic idea of classes got started in the first place. I much prefer this system because WE, the players, will get to decide what we collectively consider as a 'class'. And even then there is absolutely nothing that will make someone use the suggested skill builds. Freedom in character building...love it.
I dont know...i have never liked the idea of classes. And i will never understand how a skillbased system can create "classes".
But i think i "understand" what you mean : )
And its good news for me with multiple characters on one server.
So you never understood real life either then?
You want to be a irl soldier, you go to military school and study/train fo years, in the art of war which means you learn things which means you learn skills that you use, so is this any different for let say a warrior class?
This is what classes are in a MMO but in MO you are not fixed/locked to be a specific class you can "aim" for a class if you want to, you can join a npc guild to learn the extra skills that you wouldnt do otherwise, or you can be a jack of all trades, or aim for something complety different without making a new toon like you have to in other MMO's.
You see this is what character freedom is, if you want to aim for example a archer class and join a archer npc guild and learn some secret skills you can do that, if you felt like naa this wasent for me you can start training mage skills and decrease the archer skills to up your mage skills and join a mage guild to get the extra cool spells you can do that, if you like combine these two and be a archer mage you can do that, or stay classless to train what you feel fits your gaming you can do that.
Who would you hire to repair your house IRL, a guy with the proper education in the area or a jack of all trades ( night school for a few weeks) to help you repair your house?
If it's not broken, you are not innovating.
Clombat slow? Well if you have lowest skill on everything ... it is a bit slow. It is also slower than WoW and Darkfall where you just smash the keys many times a second without any bigger thought. In MO there are more realistic tactics involved where you also have to keep an eye on your stamina. I have heard many people playing MO that is saying that this is the best melee system they have played, in any MMO. Even thou there are things that always can be balanced more and improved.
I think the combat looks and feels slow more due to the lag on the server. If player avatars didn't hitch so much the combat would feel smooth and responsive, since players could make quicker/better decisions when to attack.
Rofl I am in beta, and it lacks so much, but for you guys who are stupid like me to buy it, I say wait for 6 months after release, then the true beta will be done and hopefully completed or it will fail, til then Ill be in DFO/EVE.