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Sept 8th Patch Notes

PyrateLVPyrateLV Member CommonPosts: 1,096

Version 1.24.41.60 – Release

2010-09-09



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.



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

The Fishing system is now added.

Please read this post for full details on the system:

LINK HERE!



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

General:



- Boosted the amount of damage a Hail Caster does vs humanoid targets, by a lot.



AI & Mounts:

- You now need a bandage to bandage your pet rather then doing it with air.

Art & Sound:

- The jungle close to the Meduli plains has got some more environmental touches.



- Several Trees trough out Myrland has been replaced whit a new mesh.

- Those replaced include:

-- Oaktrees (Graywood)

-- Honey Trees (Spongewood)

-- Apple Trees (Graywood)

-- Birch Trees (Dapplewood)



Combat:

- Stamina costs reduced for maces, axes and poleaxes.

- Blunt damage increased for maces, axes and poleaxes.

- Thrusting damage reduced for mercy dagger heads (Temporary fix to reduce the poke-stick syndrome).

- Pushing an archer will cancel the archers charge.



Magic:

- All magic is now aim based. This is the first step to the magic aiming system overhaul. If you don't aim correctly at a target, the spell will fizzle. You don't need to have a target targeted in the UI (top right corner), the spell will fire as long as you aim it right. In short: If what you wish to hit with a spell is not within the +, its not going to hit.



Skills & Attributes:

- Increased the effect of blocking-endurance from 10% to 70%. 70% means you get 70% less stamina drain when blocking.

- You can now hold shift while swimming to swim faster.

- Crawling now influences how much faster you swim while holding shift.

- Swimming now influences how much faster you swim while holding shift.



UI:

- When trying to log in with a banned account, you will now receive a message that your account is banned.

- When you are trying to login right after a disconnect you will now receive a message that your session is still active.



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

General:

- Removing the arrows on bows should now correctly work again.



AI & Mounts:

- Possible fix for saving spawner data has been implemented.

- Bug has been resolved where tamed creatures did not move very far in battle after a graze command being issued to it.



Art & Sound:

- Moved misplaced player bridge near the MK road.

- Removed several floating rocks.

- Moved misplaced crafting benches in Kranesh.

- Fixed the gap in the stairs on the Morin Khur Temple.

- Removed faulty rocks near Bakti.

- The old honey trees where wrongfully tagged as brownwood instead of spongewood, this is now fixed so all honey trees should now give sponge wood as intended.



Combat:

- Arms will no longer be drawn back when you block and move into things.



Guilds:

- Siege weapons will now die quietly and without messing with the server stability.



Housing:

- Chests are once again safer from people trying to access them from outside.

- Exploiting into houses/gates/keeps should not longer be possible



- Fixed a bug that allowed locked keep doors to be opened from the outside.

Magic:

- Resurrection will now be correctly canceled if you move.



Skills & Attributes:

- Swimming and diving now correctly influence your characters ability to hold his/her breath.

- Fixed issues with aggressive stance that gave it the double bonus compared to what it should.

- Fixed issues with aggressive stance that gave it bonus to ALL kinds of damage, even mounted and ranged.



UI:

- You now correctly get the "decreased to" when you decrease in a skill.

- The Player vendor UI will now close when moving away from the vendor.

- The house chest UI will no longer become transparent when opening another UI.

- The house chest UI will now display the correct Icons for weapons and armors.

- The house vendor UI will now display the correct Icons for weapons and armors.

- The world constructible UI will now display the correct Icons for weapons and armors.

- The Stealing UI will now display the correct Icons for weapons and armors.

- The loot UI will now display the correct Icons for weapons and armors.

- You can no longer access a guild stone when you are dead.

- Fixed creating recipe without a name bug.

- Fixed so that recipes you don't give a name get a better name.

- Fixed typo in the Bow-Creation scene.

- Fixed typo in the Weapon-Creation scene.

- Fixed typo in the Shield-Creation scene.

- Fixed typo in the Armor-Creation scene.



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

We are working on the Skill gain issues / Skill rollback issues.

Tried: EQ2 - AC - EU - HZ - TR - MxO - TTO - WURM - SL - VG:SoH - PotBS - PS - AoC - WAR - DDO - SWTOR
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Comments

  • oshi45oshi45 Member Posts: 42
    Sept 9th patchnotes actually. Patch comes tomorrow.

    Anyway, fishing looks really really nice for a MMO.
    Varied Rod strengths, sizes, line depths, bait, hooks. Plenty of different fish coming. Good stuff.
  • username509username509 Member CommonPosts: 635

    Originally posted by oshi45

    Sept 9th patchnotes actually. Patch comes tomorrow. Anyway, fishing looks really really nice for a MMO. Varied Rod strengths, sizes, line depths, bait, hooks. Plenty of different fish coming. Good stuff.

    Honestly it looks like it's going to be the best fishing system I've ever seen in an MMO.  It looks like it's going to feel like real fishing.  (You can jiggle the line to attract more fish)

    Also it looks like they're finally patching the trees Saraphina was bitching about.

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

  • raff01raff01 Member Posts: 453

    they are patching SOME trees...not all of them...go figure why

  • thorppesthorppes Member Posts: 452

    Originally posted by raff01

    they are patching SOME trees...not all of them...go figure why

    Probably because....

    1.) They have ONE world design guy, he'd have to replace every tree with the new one. (Pro hint; there's probably a thousand or more trees)

    2.) This same guy has been very busy already this week if you read the patch notes

    3.) Perhapes they are not happy with the new models for the other trees and want to adjust them

  • RohnRohn Member UncommonPosts: 3,730

    The patch notes have been finalized, and the server is down for patching.

    Here are the final notes:

    Version 1.24.41.61 – Release

    2010-09-09



    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.



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

    The Fishing system is now added.

    Please read this post for full details on the system:

    LINK HERE!





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



    General:

    - Boosted the amount of damage a Hail Caster does vs humanoid targets, by a lot.





    AI & Mounts:

    - You now need a bandage to bandage your pet rather then doing it with air.

    - Rare mongrel horse will now spawn statistically once every other day.

    - Rare mongrel horse wandered off to a different region.

    - Every molva beast spawner will now spawn statistically once every day.

    - Steppe horse speed adjusted.





    Art & Sound:

    - The jungle close to the Meduli plains has got some more environmental touches.

    - Several Trees trough out Myrland has been replaced whit a new mesh.

    - Those replaced include:

    -- Oaktrees (Graywood)

    -- Honey Trees (Spongewood)

    -- Apple Trees (Graywood)

    -- Birch Trees (Dapplewood)

    - Added a squishy sound effect when stepping on static carcasses in Myrland.

    - Added new ambiance in the Canteri region.

    - Added sounds for basic fishing.

    - Environmental change south west of Vadda.

    - Environmental change by the broken bridge south of Meduli.





    Combat:

    - Stamina costs reduced for maces, axes and poleaxes.

    - Blunt damage increased for maces, axes and poleaxes.

    - Thrusting damage reduced for mercy dagger heads (Temporary fix to reduce the poke-stick syndrome).

    - Pushing an archer will cancel the archers charge.





    Magic:

    - All magic is now aim based. This is the first step to the magic aiming system overhaul. If you don't aim correctly at a target, the spell will fizzle. You don't need to have a target targeted in the UI (top right corner), the spell will fire as long as you aim it right. In short: If what you wish to hit with a spell is not within the +, its not going to hit.





    Skills & Attributes:

    - Changed the resistance formulas for magic. Psyche now plays a much larger role in diminishing magic damage.

    - Increased the effect of blocking-endurance from 10% to 70%. 70% means you get 70% less stamina drain when blocking.

    - You can now hold shift while swimming to swim faster.

    - Crawling now influences how much faster you swim while holding shift.

    - Swimming now influences how much faster you swim while holding shift.





    UI:

    - When trying to log in with a banned account, you will now receive a message that your account is banned.

    - When you are trying to login right after a disconnect you will now receive a message that your session is still active.





    Misc:

    - Starting the old "Mortal Beta Launcher.exe" in the version installed by the Mortal Online CD will now automatically patch up till the current version.









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





    General:

    - Removing the arrows on bows should now correctly work again.

    - Fixed some issues with Nitre.





    AI & Mounts:

    - Possible fix for saving spawner data has been implemented.

    - Bug has been resolved where tamed creatures did not move very far in battle after a graze command being issued to it.





    Art & Sound:

    - Moved misplaced player bridge near the MK road.

    - Removed several floating rocks.

    - Moved misplaced crafting benches in Kranesh.

    - Fixed the gap in the stairs on the Morin Khur Temple.

    - Removed faulty rocks near Bakti.

    - The old honey trees where wrongfully tagged as brownwood instead of spongewood, this is now fixed so all honey trees should now give sponge wood as intended.

    - Fixed a bug around Morin Khur spider cave that made clients crash.

    - Fixed faulty physical material on broken bridge south of Meduli.

    - Campodon can't get stuck in Bakti stable anymore.

    - Fixed the “arrow stuck in bow when on back bug”.





    Combat:

    - Arms will no longer be drawn back when you block and move into things.





    Guilds:

    - Siege weapons will now die quietly and without messing with the server stability.

    - Fixed a bug where deleted guilded chars would remain in the guild member list.

    - Fixed a bug where more than one guild could choose the same acronym.

    - Fixed a bug where a players current showing guild acronym wouldn't change when the guild leader changed the acronym.





    Housing:

    - Chests are once again safer from people trying to access them from outside.

    - Fixed a bug that allowed locked keep doors to be opened from the outside.





    Magic:

    - Resurrection will now be correctly canceled if you move.

    - Fixed a bug where accepting a resurrect while alive would cause you to get checked for stat loss and get your HP set to 20%.





    Skills & Attributes:

    - Swimming and diving now correctly influence your characters ability to hold his/her breath.

    - Fixed issues with aggressive stance that gave it the double bonus compared to what it should.

    - Fixed issues with aggressive stance that gave it bonus to ALL kinds of damage, even mounted and ranged.

    - Fixed a bug with portable devices and Extraction.





    UI:

    - You now correctly get the "decreased to" when you decrease in a skill.

    - The Player vendor UI will now close when moving away from the vendor.

    - The house chest UI will no longer become transparent when opening another UI.

    - The house chest UI will now display the correct Icons for weapons and armors.

    - The house vendor UI will now display the correct Icons for weapons and armors.

    - The world constructible UI will now display the correct Icons for weapons and armors.

    - The Stealing UI will now display the correct Icons for weapons and armors.

    - The loot UI will now display the correct Icons for weapons and armors.

    - You can no longer access a guild stone when you are dead.

    - Fixed creating recipe without a name bug.

    - Fixed so that recipes you don't give a name get a better name.

    - Fixed typo in the Bow-Creation scene.

    - Fixed typo in the Weapon-Creation scene.

    - Fixed typo in the Shield-Creation scene.

    - Fixed typo in the Armor-Creation scene.





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

    We are working on the Skill gain issues / Skill rollback issues.









    Edit: Notes are now final.

    http://www.mortalonline.com/forums/53154-patch-notes-v-1-24-41-61-september-9th.html#post1016582

    Hell hath no fury like an MMORPG player scorned.

  • username509username509 Member CommonPosts: 635

    So after trying out this patch I can tell you that fishing is really fun even though you can only sell this fish to the vendors and can't cook them yet.  (I suggest hoarding all your fish until the cooking patch!)  I can't really see any major problems with this patch at all.  It's not as cool as the epic patch that there promising next week, but it's definitely another step in the right direction.

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

  • oshi45oshi45 Member Posts: 42

    The new tree models look pretty decent also.      Tons better than before anyway. 

     

    Note this is still not Speed Tree 5.  ST still needs to be evaluated to see if its viable to use.   

  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,654

    Originally posted by username509

     I can't really see any major problems with this patch at all.

     You mean.. other than the fact that Thievery is broken?  Now when you snoop someones pack you see their bank vault AND their bag contents contents instead of their bag... so obviously that makes it fairly hard to steal.  

    http://www.mortalonline.com/forums/53201-stealing-broken.html

     

    Or maybe the "Magic Reflect" spell that reflects your own magic back on yourself instead of othe rmagic away from you?

    http://www.mortalonline.com/forums/53209-magic-reflection-fail.html

     

     

     PS: The trees do look like an improvement but I would have to see them in 3d to be sure.  Much of Mortal looks great from one angle, but nto so great from another.

    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

  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,654

    Or maybe the fact that all of mining is broken as per a mod:

     

     


    Unread Today, 18:50

      #1 (permalink)


    dkbat6 vbmenu_register("postmenu_1017598", true);


    Junior Member


     


    Join Date: Apr 2010




     




    default Calx




    Has anyone successfully mined any Calx since the patch today? I'm getting "You cannot use this skill on this target" on a large group of Calx nodes that used to work fine pre-patch.



    I just want to figure out if this is a bug or an intended change to the specific Calx deposit I'm trying to mine. I've searched bug tracker and it hasn't been reported as a bug yet at least...


    dkbat6 is online now Report Post







    Unread Today, 18:56

      #2 (permalink)


    kootenay vbmenu_register("postmenu_1017600", true);


    Legati


     

    kootenay's Avatar


     


    Join Date: Jan 2010


    Location: Canada




     




    default




    It seems to be bugged with all of mining. Please bug report it.



    Closed

    ~koot


    __________________




    Do not go where the path may lead, go instead where there is no path and leave a trail.


    ~Ralph Waldo Emerson, a great philosopher and poet from the mid 19th Century.



    The Lorax's laws





    Quote:

    [22:15] <[DERP]Lti>




    kootenay is online now Report Post




     

    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

  • ZheomZheom Member Posts: 58

    Originally posted by Slapshot1188

    Or maybe the fact that all of mining is broken as per a mod:

     

     

     

     

     

    its not, i just mined some granum.. probably some of the nodes or something to do with targetting, dont know.

     

    http://img265.imageshack.us/f/dapplewoodnew.png/

     

    there is some screen taken with slightly lower than medium setting.. the new trees do look nice even with lower settings.

  • thorppesthorppes Member Posts: 452

    Yeah there are a few bugs but they'll get ironed out in the coming days...

    Fishing however is really really fun =P I caught two twigs and a some random fishies too. They sell for decent prices assuming you're good at fishing and get every catch. Trees do look nice.

  • RealbigdealRealbigdeal Member UncommonPosts: 1,666

    Magic:

    - All magic is now aim based. This is the first step to the magic aiming system overhaul. If you don't aim correctly at a target, the spell will fizzle. You don't need to have a target targeted in the UI (top right corner), the spell will fire as long as you aim it right. In short: If what you wish to hit with a spell is not within the +, its not going to hit.

     

    In your face you easy mode wow players!!

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

  • username509username509 Member CommonPosts: 635

    Originally posted by thorppes

    Yeah there are a few bugs but they'll get ironed out in the coming days...

    Fishing however is really really fun =P I caught two twigs and a some random fishies too. They sell for decent prices assuming you're good at fishing and get every catch. Trees do look nice.

    Yes, fishing in Mortal is the most fun I've had fishing in any MMO.  Also in the next patch there raising the weight of the fish you catch so you'll get even more silver for selling them.

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

  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,654

    Have they hotfixed the bug where you could infinitely sprint when holding a fishingpole?  Or the one where you couldn't access your house vendors?  Or the ones listed a few pages up?

    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

  • JarnaJarna Member Posts: 75

    Yet another nice pic of the new trees:

    http://i52.tinypic.com/fwmzjm.jpg

  • cosycosy Member UncommonPosts: 3,228
    that trees look decent

    BestSigEver :P
    image

  • thorppesthorppes Member Posts: 452

    It's... beautiful *sheds a tear* Patch has done some really good things for the game, more sand, better balancing for PvP. A handful of new bugs -_- but all in all good.

  • TorgrimTorgrim Member CommonPosts: 2,088

    Originally posted by Zheom

    Originally posted by Slapshot1188

    Or maybe the fact that all of mining is broken as per a mod:

     

     

     

     

     

    its not, i just mined some granum.. probably some of the nodes or something to do with targetting, dont know.

     

    http://img265.imageshack.us/f/dapplewoodnew.png/

     

    there is some screen taken with slightly lower than medium setting.. the new trees do look nice even with lower settings.

     

    Those trees are not new per say, they were present at beta login screen.

     

    anywho it looks good.

    If it's not broken, you are not innovating.

  • username509username509 Member CommonPosts: 635

    Expect a hotfix for the minor bugs that may have popped up in this patch probably Monday.  I can still mine just fine but it appears that some nodes are broken.  

    The fact that magic is now aim based is HUGE.  People stopped complaining about mages being OP now.

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

  • thorppesthorppes Member Posts: 452

    Originally posted by Torgrim

    Originally posted by Zheom


    Originally posted by Slapshot1188

    Or maybe the fact that all of mining is broken as per a mod:

     

     

     

     

     

    its not, i just mined some granum.. probably some of the nodes or something to do with targetting, dont know.

     

    http://img265.imageshack.us/f/dapplewoodnew.png/

     

    there is some screen taken with slightly lower than medium setting.. the new trees do look nice even with lower settings.

     

    Those trees are not new per say, they were present at beta login screen.

     

    anywho it looks good.

    I believe on the login screen it's just art, these trees are ingame and can be directly imported into speedtree 5 when they choose to implement it. = win trees

  • ZheomZheom Member Posts: 58

    Originally posted by Torgrim

    Originally posted by Zheom


    Originally posted by Slapshot1188

    Or maybe the fact that all of mining is broken as per a mod:

     

     

     

     

     

    its not, i just mined some granum.. probably some of the nodes or something to do with targetting, dont know.

     

    http://img265.imageshack.us/f/dapplewoodnew.png/

     

    there is some screen taken with slightly lower than medium setting.. the new trees do look nice even with lower settings.

     

    Those trees are not new per say, they were present at beta login screen.

     

    anywho it looks good.

     

    they are new.. those are dapplewood and it says they were changed in the patch notes

     

    http://www.youtube.com/watch?v=mRyiazJ9kLU&p=56F600853B029067&playnext=1&index=1

     

    as u can see from beta login they look different quite abit.

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