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Mortal Online Patch Notes for 9 August

RohnRohn Member UncommonPosts: 3,730

Patch notes added today to the official forum:

 

Version 1.21.37.53 – Release

2010-08-09



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:



- Overall performance increase (30% on our test systems).



- Player-vendors are now added to the game.



- Destructible spawners are now in Myrland. These can be destroyed to rid the land of their creatures, though some may be daring enough to move back after some time.



 



Spoiler for A brief explanation:



1. Buy a vendor contract from a house vendor.

2. Target your shop module in your house and press 'R'.

3. Drop the contract in the slot. When you press ”Ok” a vendor will spawn at your location, choose carefully since you cannot move the vendor once it's placed.

4. When the vendor is placed, the owner can access the shop by targeting the shop, or the shelfs in it and Press 'R'.

5. The Owner is now given two choices, either remove the vendor or browse the shop. If you remove the vendor, he will not respawn.

6. Browse Vendor. To put an item up for sale, simply drop it in the ”item for sale” slot. The item that is wanted as payment can be droppen in the ”Item wanted as payment” slot. If no item is droppen in that slot. It will default to SilverCoin. You can also set the quantity of the wanted item in the editbox.



Spoiler for Image:








7. Purchase Items

To purchase an item, target the vendor and press 'R'.





Spoiler for Image:










Simply right click on the item that you would like to buy. You can see the Item wanted as payment in the slot below.

The item used for payment will end up in the house chest.



8. The vendor can be killed by other players. If killed the vendor will respawn after 10 minutes, no items will be lost.

 


The overall speed of melee swings was taken down a little bit.



- Took down the overall movement-speed a bit.



- Stamina cost for sprinting slightly increased.



- Optimized the loading of the login-gui.



- Added support for mount-equipment. To use these new items simply right-click them while you have a mount and wait a bit. Mount-equipment sometimes needs to be put on in a special order.

(For example: first a saddle, then a decorative plaid). If the equipment doesn't fit your current mount you will get a message telling you so. This equipment can be bought from vendors.



- Added "Combat-moves system". Currently we added just a single new combat move (SpearStance). New moves will be added on a regular basis now that the system is in place.



- Added combatmove: SpearStance, this excellent tactical move can only be executed while you are carrying a spear. It will make you place your spear on the ground leaving you open for attacks but if you anybody runs into the tip of the spear while the skill is being exectued he/she/it will take damage (based on their speed). Mounts will take a even greater amount of damage from this move.



- Portable Gear Vendors have arrived to Myrland.



- Mount Equipment Vendors have arrived to Myrland.



- Campfire-kit added to Portable Gear Vendor.



- Steppe horse with saddle added.



- Steppe horse with leather armor added.



- Bullhorse with saddle added.



- Donkey with bags for transportation is added.



- Bullhorses now regenerates 4 hp/minute instead of 0 hp/minute.



- Jotun horses now regenerates 4 hp/minute instead of 0 hp/minute.



- Mogrel horses now regenerates 4 hp/minute instead of 0 hp/minute.



- Desert horses now regenerates 4 hp/minute instead of 0 hp/minute.



- Donkeys now regenerates 2 hp/minute instead of 0 hp/minute.



- Horse leather armor (Steppe horse only atm) can be bought in the colours red, blue, green, yellow, black, white and grey.



- Bull Horse Saddle added to Mount Equipment Vendor in Gaul´Kor.



- Steppe Horse Saddle added to Mount Equipment Vendor in Khurite Villages and Morin Khur (also available in white, grey, black, red, blue, green and yellow.)



- Donkey Saddle added to Mount Equipment Vendor in Fabernum, Meduli & Kranesh.



- Donkey Bags added to Mount Equipment Vendor in Fabernum, Meduli & Kranesh.



- Reduced base speed of all horses by 10%.



- Horses with saddle get a 10% boost in speed.



- Horses with armor got a higher defense ratio.







Combat:



- Took down the combat-movement speed a bit.



- Increased the chance to avoid being knocked down.



- Increased the amount that "Knockdown Resistance" adds to this chance.



- Increased the amount that "Blocking" adds to this chance, if you are blocking.



- Rebuilt parts of the resistance chance when you get knocked down by a horse. It's now more based on the size/weight of the horse rather than your skills alone.







Crafting:



- Portable Crusher added to Portable Gear Vendor.



- Portable Grinder added to Portable Gear Vendor.



- Portable Grizzly added to Portable Gear Vendor.







Art & Sound:



- Grinders in Myrland have got a new ambience sound.



- Grizzlys in Myrland have got a new ambience sound.



- Crushers in Myrland have got a new ambience sound.



- Challenge war sound added.



- Reject war proposal sound added.



- Accept war proposal sound added.



- End war sound added.



- A smal area north of the mining camp has been going trough some changes.



- A sealed cave opening has been seen north of the mining camp.



- Myrland Global Water Mesh optimized.



- City light added by the Meduli equerry.



- New combat idle sounds for wolves added.



- The terrorbirds are now correctly spatialized.



- The terrorbirds are now calling to each other from a great distance.



- A distant wolfhowl from dire wolves spawners will now reveal their position at night.













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



General:



- Fixed a memory leak.



- Buildable bridge near cave camp is now fixed.



- Replaced the broken bridge at cave camp with a static one.



- Fixed a problem that sometimes made horses invis.



- Fixed a problem that sometimes made npcs invis.



- Fixed a problem that sometimes made players invis.



- Fixed broken acronyms again.



- Fixed a glitch that caused a problem once your guild got a new acronym.



- Fixed a crash that happened when you targeted a player who was mounting a mount.



- Fixed a bug that sometimes made you stay in knocked-down mode.



- Fixed a crash that happend to some folks when they logged out.



- Fixed a bug that made it able for players to enter a player house by jumping off their horse.



- Possible fix on a crash that happened when you were to far away from an NPC but just close enough to open their UI.



- Fixed an issue with weapons that got destroyed while you have a full inventory.



- Fixed a typo when you finished reading a book.



- Fixed a bug where typing anything in guild chat that started with "leave" would cause you to leave your current guild.



- Fixed a bug where typing anything in guild chat that started with "disband" would cause you to disband your current guild (only applies to guild masters).



- Fixed a bug where typing anything in guild chat that started with "acronym" would cause you to toggle visibility of your guild tag to other players.







Art & Sound:





- Fixed a bug that created infinit-fizzle animations.







------Known issues------



- The guild tabbard system didn't make it into this patch. The system itself is complete but we lack a last element. We plan to patch this in during the week.



- Special gear for the other horse races (other than Steppe and Bull) will be added/enabled during the week.

http://www.mortalonline.com/forums/51542-patch-notes-v-1-21-37-53-a.html#post991748

EDIT: Patch notes were updated.

Hell hath no fury like an MMORPG player scorned.

Comments

  • thorppesthorppes Member Posts: 452

    AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

    Soooooooo gooooodddd. Good job SV.

  • JarnaJarna Member Posts: 75

    Here's one of the new steppehorse armors:

    Looks pretty damn good imo.

  • RohnRohn Member UncommonPosts: 3,730

    Originally posted by BuddyT4nk

    Here's one of the new steppehorse armors:

    Looks pretty damn good imo.

     

    That design looks fantastic, in my opinion.

    I'll be interested in seeing how it looks on the other horse types, and what different types of armor (metallic, cloth) will look like when they add them.

    Thanks for posting the pic!

    Hell hath no fury like an MMORPG player scorned.

  • VepgenusVepgenus Member Posts: 398

    Originally posted by BuddyT4nk

    Here's one of the new steppehorse armors:

    Looks pretty damn good imo.

     Gotta say that looks better than anything AoC has to offer for their mounts.

  • EschmekEschmek Member Posts: 25

    image

     

    another one of a packmule

  • RohnRohn Member UncommonPosts: 3,730

    Originally posted by Eschmek

    image

     

    another one of a packmule

     

    Very cool.  Nice pic!

    Hell hath no fury like an MMORPG player scorned.

  • thorppesthorppes Member Posts: 452

    Can it carry things for you?

  • EschmekEschmek Member Posts: 25

    Originally posted by thorppes

    Can it carry things for you?

    yes it should work like transporter for your goods. atm. its buggy till tomorrow hotfix as usual^^

  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,654

    No talk about Player Vendors?  Wasn't that the big ticket item for the 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

  • adralaadrala Member Posts: 148

    Both  together in Meduli:

     

  • EschmekEschmek Member Posts: 25

    image

     

    you forgot the insane bullhorse saddle

     

  • RohnRohn Member UncommonPosts: 3,730

    Originally posted by Eschmek

    image

     

    you forgot the insane bullhorse saddle

     

     

    Wow.  That's nice!

    Hell hath no fury like an MMORPG player scorned.

  • RohnRohn Member UncommonPosts: 3,730

    Here's another Bullhorse picture:

    image

    Hell hath no fury like an MMORPG player scorned.

  • Luthor_XLuthor_X Member Posts: 431

    I gotta say the mount armor looks pretty sweet.

     

    I wish they would hurry up and get the game release ready... already!

  • username509username509 Member CommonPosts: 635

    What exactly is your definition of release ready?

     

    Never trust a screenshot or a youtube video without a version stamp!

  • RealbigdealRealbigdeal Member UncommonPosts: 1,666

    Originally posted by username509

    What exactly is your definition of release ready?

     

    All promised feature mentioned release i guess? We dont have any sort of map yet, just saying...

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

  • thorppesthorppes Member Posts: 452

    Originally posted by Realbigdeal

    Originally posted by username509

    What exactly is your definition of release ready?

     

    All promised feature mentioned release i guess? We dont have any sort of map yet, just saying...

    No sort of map is intended. Player made ones later down the line yes.

  • DiekfooDiekfoo Member Posts: 583

    Here are some more nice pictures:

    http://www.mortalonline.com/forums/51689-random-screenshots-heavy.html

    Next week we get territory control with siege machines and much more.

  • BlindchanceBlindchance Member UncommonPosts: 1,112

    I am waiting until they sort out at least the main combat related issues: desync and lack of balance ( spears, spears, spears, spears ). The game will be ready for public when they polish the graphics ( Speed Tree ), at times choppy animations ( it could be just lagging Jankies ) apply the Epic China patch, sort out bugged AI ( I believe thats why they wait for Epic China ) and fill the world with a bit more "stuff".

  • DiekfooDiekfoo Member Posts: 583

    Originally posted by Blindchance

    I am waiting until they sort out at least the main combat related issues: desync and lack of balance ( spears, spears, spears, spears ). The game will be ready for public when they polish the graphics ( Speed Tree ), at times choppy animations ( it could be just lagging Jankies ) apply the Epic China patch, sort out bugged AI ( I believe thats why they wait for Epic China ) and fill the world with a bit more "stuff".

    Desync? They have solved the desync problem. I haven't seen any desync at all since after the big code convert SV did to solve it. I am pretty sure that you confuse desync with lag. Lag is one thing (which has more to do with your IP provider/comp/distance)  ...

    Lots of improvements regarding lag only since release, and after the last patch this week I could increase from lowest gfx setting (with low shadow) to medium gfx setting (with medium shadow )and still it runs at least as good as before, with my 3.5+ year old comp.

    They have balanced up the spears the last two patches ... if that is not enought I am sure they will continue.

  • raff01raff01 Member Posts: 453

    This seems like finally a good content patch. Now it needs much much more stuff like this. This kind of patch would represent 1 or 2 percent of what this game needs for me to go back to it.

    I would like to see forests looking like real forrests, full of biodiversity, life, plants realistic looking trees with variety to it, lots of different animals.

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