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Mortal Online Patch Notes 29 June

RohnRohn Member UncommonPosts: 3,730

The patch is currently being deployed.  Here are the patch notes:

Version 1.17.30.43 – Release

2010-06-29






Patch Size: ~190 MB





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.





------ FEATURES ------

- Depleting nodes (Trees and Rocks) are now implemented. The trees and rocks will not disappear when depleted, they re-spawn materials over time.

- Constructible Crafting Workbenches are now implemented. Skilled Engineers can now construct Armor, Bow, Shield and Weapon workbenches in houses.





------ ADDITIONS & CHANGES ------





General:

- Rebuilt and rebalanced most of the armor defense calculations including calculations for shields.

- It now takes 40 seconds to log out when you are not in a guard-zone.

- You will now load other players even when they are far away.

- Handle-hits have been tweaked and should not occur as often.

- You no longer get a timer when you press 'Use' without a valid target.

- Tweaked some update settings on the server side to give you more fluid updates.

- Your weapons will now lose durability when you hit NPCs.

- Your weapons will now lose durability when you hit houses.

- Several books have been removed from the official libraries.

- Special Library vendors have been added in several locations both in towns and in the wild.

- Armor, Bow, Shield and Weapon workbench blueprints have been added to the workbench vendors.

- Armor, Bow, Shield and Weapon workbench construction skill books have been added to the official libraries.





AI & Mounts:

- Shore Prowers and River Prowers added to the world.

- For tamers to increase the taming knowledge, they now need to find creatures that are within their skill level of taming. Its no longer possible to gain any taming skill experience on creatures that are too low for your skill level.

- A tamers pet should now always appear at the last position it was located before a server reboot.

- Its no longer possible to gain creature control skill when issuing pet commands. There are now books for Creature Control skill all the way to max level.

- Aggressive and Passive mindsets does now require a certain skill level in creature control for each creature.

- Pets that are either newly tamed or transfered should now always have the defensive mindset as default.

- Pets will now more correctly handle mindset changes.

- When pets gets discouraged from a battle, they will change into a passive mindset.

- Pets should now generally be braver and their courage only affected by their current target, their own state and the support of their tamer.

- Already discouraged pets should now avoid to start attack at all, even if they are commanded to do so.

- Removed white spaces in pet messages.

- Message added to the tamer when transferring their pet to another player.

- You now have a base chance to not get knocked down when you get run into by a horse.

- Mounts now take 10 damage each time you run into another player causing a knockdown.

- Risars will now drop much less materials and more coins.





Art & Sound:

- An expedition camp can be found in the jungle.

- Closed Huergar gate added near Nereb Madgulu.

- Part of the northern mountain area has got a graphical update.

- New spider cave ambiance added.

- Palisades added around one more keep. More keeps will be getting palisades later on.

- Bushes that are great for hiding in have been added ( /b/ ).

- Clouds will now spawn higher and are darker at night.

- Increased the streaming distance in the Jungle (It feels more like a jungle now).





Housing:

- Houses now take less damage from attacks.

- Palisades will now become visible from further away.





Magic:

- Reagents will now be consumed even if you fizzle.





Skills & Attributes:

- When you increase or decrease points in attributes and skills you will now get a message about this in your chat log.

- Constitution now gives less Movement speed than Dexterity.

- Constitution now gives less Carry Ability than Strength.

- Material lore knowledge now adds to gathering yields.

- Concentration now gives you a 50% chance to avoid interrupt while being hit and casting magic.

- Knockdown resistance now gives you more resistance against getting knocked down.

- Blocking now gives you more resistance against getting knocked down (when blocking).

- A few new books for Material Lore can now be found.

- Fixed a bug that caused Mounted Archery to calculate the wrong amount of damage.

- Tweaked/Fixed the stamina-impact that the following skills have:

- Sprinting

- Blocking Endurance

- Combat Maneuvering

- Swimming

- Feint

- Controlled Riding

- Combat Movement





UI:

- You can now open/close UI windows while auto-running without stopping.

- Quantity numbers now have a black outline to make them easier to read.





------ BUG FIXES ------





General:

- Fixed the issue causing Red Flagged players turning Blue when entering keeps/houses.

- Fixed an issue with the murder count decrease timer. Its now functions as intended again.

- Possible fix for Weather Runaway Loop.

- Fixed an issue that prevented you from re-creating a character with the same name as a character you just deleted.

- Fixed an issue that prevented selling items with a full inventory from functioning as intended.

- Weight will now update properly when looting items.

- Weight will now update properly when splitting items.

- Fixed the issue that only gave you one torch/axe/sword when buying multiples of these items from the vendor.

- Fixed bandages so they actually heal you now.





AI & Mounts:

- Pets should no longer automatically be set to Passive mindset when taken out of a stable.

- Pets that lose all loyalty while their tamer is offline should now properly abandon their owner.

- Tamers should now properly be cleared of any pet data when transferring pets to other players.

- It should now at all times be possible to tame new creatures after having stabled a pet. It should no longer display that the tamer already has a pet.

- Bugs solved for pets that were Passive and set to attack and did not stop attacking when getting discouraged.

- Built Loyalty should now keep between mounting and dismounting for riders that have no taming skill.

- Pets should now be able to attack a tamers fellow guild members without getting them or their tamers flagged for it.

- It should no longer be possible to gain combat skill experience on pets.





Art & Sound:

- Fixed a few known stuck locations.

- Graphical issues fixed throughout Myrland.

- Night ambiance is back.

- Fixed a bug where raindrops were facing the wrong direction.

- Fixed some performance issues in Meduli.





Crafting:

- Fixed a bug that would use materials when attempting to craft items with a full inventory.





Housing:

- Fixed a crash caused by attempting to lock chests in unfinished constructions.





Magic:

- A spell caster should now be able to cast spells on targets close by. Spell casting aiming should now generally work better.

- It should now work better to cast spells while being mounted.

- Mind Blast will now correctly Flag the caster.

- Magic resistance messages are now displayed correctly.





Ranged Combat:

- Fixed a major calculation error that caused Bows to do very low to no damage vs armor.





Skills & Attributes:

- Primary skill point pool should now sum up correctly to 1000.

- Fixed an issue that caused skills to duplicate themselves. (Active Regeneration x9 anyone? )

- Skills should no longer reset to lower levels when traversing nodes or re-logging.

- Books should now give the correct message when you don't have high enough level to read them.

- Fixed a bug that displayed the amount of damage a player was dealing even though they did not have the Damage Assessment skill.

- Fixed an issue that incorrectly calculated the amount of starting attributes.

- Fixed an issue that prevented gathering of materials with a full inventory.

- Fixed an issue that allowed gathering to continue when exiting combat mode.

- Fixed an issue that allowed gathering to continue even though you were not facing the node.

- Fixed an issue that caused Advanced Engineering to gain more experience then intended.

- You will now stop Resting if you take damage from magic.





UI:

- The trade window will once again display the names of the players performing the trade.

- The Target Window will now correctly update flag and health changes without having to re-target the target.

- Fixed an issue that allowed players to remove items from the trade window without the accepted trade getting canceled. An accepted trade will get unaccepted if either player changes the items in the trade window.

- The Shift and Enter key can no longer be rebound in the key bindings window.

- Fixed a bug that did not allow Arrows to stack properly once split. They now stack up to 100, but only 25 can be equipped at a time, as intended.





------ KNOWN ISSUES ------

- Sticky Weapons are still being worked on. It will get patched asap.

- Crossing nodes with pets on follow is being worked on.

- The items turning into ??? issue is being worked on.

- Missing attributes points are being worked on.





More issues can be found on the bug tracker.

 

http://www.mortalonline.com/forums/48064-patch-notes-v-1-17-30-43-june-29th.html#post944016

Hell hath no fury like an MMORPG player scorned.

Comments

  • RaythorRaythor Member Posts: 134

    It seems like they are hammering out the game.

  • PlutonicwoesPlutonicwoes Member UncommonPosts: 343

    The new patch server is a thing of beauty.  I just downloaded the latest patch at 2 mb/s

    In IRC a dev said they had that fixed, seems they do.  Fantastic.

  • ToferioToferio Member UncommonPosts: 1,411

    Originally posted by Plutonicwoes

    The new patch server is a thing of beauty.  I just downloaded the latest patch at 2 mb/s

    In IRC a dev said they had that fixed, seems they do.  Fantastic.

    I believe that when I see it with my own eyes. They said approx 5 times they "fixed" desync before it was actually fixed.

  • funkmastaDfunkmastaD Member UncommonPosts: 647

    Originally posted by Toferio

    Originally posted by Plutonicwoes

    The new patch server is a thing of beauty.  I just downloaded the latest patch at 2 mb/s

    In IRC a dev said they had that fixed, seems they do.  Fantastic.

    I believe that when I see it with my own eyes. They said approx 5 times they "fixed" desync before it was actually fixed.

    So patch the game and find out.

    I got speeds at around 1mb/s, really good rate for my area.

  • RohnRohn Member UncommonPosts: 3,730

    Originally posted by funkmastaD

    Originally posted by Toferio

    Originally posted by Plutonicwoes

    The new patch server is a thing of beauty.  I just downloaded the latest patch at 2 mb/s

    In IRC a dev said they had that fixed, seems they do.  Fantastic.

    I believe that when I see it with my own eyes. They said approx 5 times they "fixed" desync before it was actually fixed.

    So patch the game and find out.

    I got speeds at around 1mb/s, really good rate for my area.

     

    Downloaded the patch in ~2 minutes here - no problems patching or starting the client.

    So far, so good.

    Hell hath no fury like an MMORPG player scorned.

  • RaythorRaythor Member Posts: 134

    I'm DL'n the game now at 12mb which is my normal rate for other games and such. I had heard about crazy slow DL speeds for Mo, so i was wondering what the people were talking about when i was getting my normal speeds while DL the game now.

  • GTwanderGTwander Member UncommonPosts: 6,035

    Originally posted by Raythor

    I'm DL'n the game now at 12mb which is my normal rate for other games and such. I had heard about crazy slow DL speeds for Mo, so i was wondering what the people were talking about when i was getting my normal speeds while DL the game now.

    For a while (maybe still) the download/upload speeds in the patcher's option menus were set to zero at default. I had this problem during beta, but common sense cleared it right up. Might not be like that anymore though.

    Writer / Musician / Game Designer

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  • Agricola1Agricola1 Member UncommonPosts: 4,977

    Originally posted by Toferio

    Originally posted by Plutonicwoes

    The new patch server is a thing of beauty.  I just downloaded the latest patch at 2 mb/s

    In IRC a dev said they had that fixed, seems they do.  Fantastic.

    I believe that when I see it with my own eyes. They said approx 5 times they "fixed" desync before it was actually fixed.

     No he's right man, my DL speeds left alot to be desired before and I don't have a shitty connection (50MB/s). This patch is downloading fast, nice job SV!

    "Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience"

    CS Lewis

  • n00bitn00bit Member UncommonPosts: 345

    It's too bad the patch really screwed things over. Durability loss from fighting mobs has increased to the point of items falling apart in a very short amount of time. Couple the durability loss with depletable nodes that house very little ore, and the price of enjoying yourself has gone up to asian grinding levels. I enjoyed the game - I defended it where I could and tried my best to love it; however, this patch shows me that they don't even test the things before they release them.

    There's a slew of other things I could talk about that got screwed up with the patch, but really, I'm too disappointed to bother with it. I'm taking a hiatus until at least October to see how the game turns out; I really do hope that it gets better. The thrill of full loot PvP really made it a lot of fun...so much so that I don't know if I'll ever be able to play a PvP game again without it. Now that I got that off my chest, I'm going to go watch paint dry...or something.

  • IkonicIkonic Member UncommonPosts: 310

    Did they fix economy in this game? I put off playing it for a few months due to outside commitments. I knew of at least a dozen or so peeps from different guilds who knew about the merchant bug. You could go to the housing merchant,  stack 28+ Keep deeds and a few thousand gold and it would cause the merchant to show a "-" amount and when you hit accept the deeds and gold would be in your inventory. You could rinse and repeat at will. So all the suckers who were chopping wood and hitting rocks to get cash to buy books were wasting their time. 

  • RealbigdealRealbigdeal Member UncommonPosts: 1,666

    You know what i like about Mortal online more then DF? Small patches after small patches. Darkfall dont do that and the reason why i wont buy DF. MO, even if it have many flaws, i will buy it for one reason. To support it only to see small patches to download often.

    C:\Users\FF\Desktop\spin move.gif

  • DEATHRAMENTDEATHRAMENT Member UncommonPosts: 701

    Darkfall doesnt need constant patches, they have things under control over there, its not perfect for sure but it sure as hell isnt like MO. Mo needs patch after patch, the game is a mess..therefore they must roll out constant patches to fix it.

  • RSantoRSanto Member Posts: 3

    Originally posted by DEATHRAMENT

    Darkfall doesnt need constant patches, they have things under control over there, its not perfect for sure but it sure as hell isnt like MO. Mo needs patch after patch, the game is a mess..therefore they must roll out constant patches to fix it.

    Darkfall has been out for years.  Trust me, it needed patches well into year 2.  MO has been released for less than a month, the comparison is meaningless.

  • ScottcScottc Member Posts: 680

    I reported this bug in early beta, if they didn't fix it they are incredibly retarded.  Sebastian even responded to the PM about it.



    Sebastian Persson


    Scottc
    You can read the other PMs if you like, but this one should provide more exact information, and the other two are poorly written.

    There are two ways to get any items you want from a vendor. One way involves purchasing a negative amount of items (using a memory editor) so that the total price of the items you are buying is negative allowing the purchase to succeed every time. The other way is through adding a massive number of items (also using an editor) so that the total price gets to the point where the signed bit ends up getting set and the price goes negative.

    Here is a picture example of the latter: (I hope images work in PMs :P)
    image

    and here is the outcome:
    image

    Also I need to note that any items added after the massive amount of items will not be purchased, only those added to the list before them. There is an easy fix to this, simply add serverside checks to make sure every purchase has a price that is positive, and that all items being purchased are of a positive number.

    I was also wondering if I might be able to keep the money I've made here for use in searching for further exploits and game-breaking bugs, as I really enjoy that sort of thing.


    EPIC find sir, and you are indeed right, all we need is a server-sided check, we will probably add a cheat-flag too it also to see if people are trying this, so don't do it any more!


  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,724

    Originally posted by RSanto

     

    Darkfall has been out for years.  Trust me, it needed patches well into year 2.  MO has been released for less than a month, the comparison is meaningless.

     

    Darkfall actually launched Feb 26th, 2009.  So it's been around for 1 year and 4 months....

     

    That said.. comparing ANY game's number/frequency of patches with a game out less than 1  month is silly so I agree with your final statement.

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

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  • IkonicIkonic Member UncommonPosts: 310

    Originally posted by Scottc

    I reported this bug in early beta, if they didn't fix it they are incredibly retarded.  Sebastian even responded to the PM about it.

     






    Sebastian Persson





    Scottc

    You can read the other PMs if you like, but this one should provide more exact information, and the other two are poorly written.

     

    There are two ways to get any items you want from a vendor. One way involves purchasing a negative amount of items (using a memory editor) so that the total price of the items you are buying is negative allowing the purchase to succeed every time. The other way is through adding a massive number of items (also using an editor) so that the total price gets to the point where the signed bit ends up getting set and the price goes negative.

    Here is a picture example of the latter: (I hope images work in PMs :P)

    image

    and here is the outcome:

    image

    Also I need to note that any items added after the massive amount of items will not be purchased, only those added to the list before them. There is an easy fix to this, simply add serverside checks to make sure every purchase has a price that is positive, and that all items being purchased are of a positive number.

    I was also wondering if I might be able to keep the money I've made here for use in searching for further exploits and game-breaking bugs, as I really enjoy that sort of thing.



     

    EPIC find sir, and you are indeed right, all we need is a server-sided check, we will probably add a cheat-flag too it also to see if people are trying this, so don't do it any more!



     It was fixed in beta, but when they made deeds stackable for some reason it was brought back for release. The bug was exploitable upon release, I know it for a fact.

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