SV posted the patch notes for the new version today:
Yesterday, 21:30 |
#1 (permalink) |
Community Manager
Join Date: Mar 2011 Posts: 603 Rep Power: 15 |
Patch Notes - 1/August/2011
Patch Notes - Version 1.51.01.10 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. As always, the Patch Notes are posted a little bit ahead of the actual patch. ------ ADDITIONS AND CHANGES ------ General:
House destruction enabled
Added Alchemy
Added a “Save Username” checkbox to the login window.
Enabled task system (test purpose)
Art:
Corpse decals should now better convey the size of the corpse rather than being large for everything.
NPCs and Players that get hit will now sometimes spawn blood decals. The more damage is done, the higher the chance of spawning blood decals.
Cleaned up the death ragdoll code. The force of the last hit should now have much more impact on the corpse.
Added more blood to the death effects
Added a couple of UI sound effects
Added a sound when you use a key on a house
Added a sound when you buy things from vendors/houses
Added a login sound
Player Corpses that got their head hit with blunt damage before dying will now have a visibly damaged skull.
The death-scream of an NPC or a Player will now follow the corpse.
Death-Screams will now follow a decapitated head.
AI & Mounts:
You can no longer drag an item from a mount bag directly into the bank
NPC’s will now look at players that are around them.
Interacting with an NPC will make them look at you.
NPC’s will now focus on certain events, such as players that draw a weapon, or players that get killed.
NPC’s should now smoothly turn to face a player using Animation Tweening.
Combat:
Attempting to block while holding or charging an attack will now cancel the attack and block
The charge animation will now be twice as fast for a counter attack.
Removed weak-spot hits from bows on siege machines and structures
Archery can only do weakspot hits on head from now on.
Magic:
Corrupt is now enabled, you cant be healed or heal your self when you are corrupt, you must first cure the corrupt to be able to be healed again.
Intelligence now have a direct relation to spell magic damage.
------ BUG FIXES ------ General:
Black Bears now correctly drop a Black Bear Carcass
Corpses should now lose the correct limbs on death
You should no longer be able to spin while sleeping
Prediction system updated for players
Prediction system updated for mounts
The taming icon should now correctly be usable from the quick-bar
AI & Mounts:
Fixed a glitch in the mounted camera.
Mount items that were put in the bank directly from the mount will now be fixed upon login.
Modified the calculations for turning with mounts, it should now be a lot easier to turn even at higher speeds.
Combat
Fixed a bug that incorrectly didn't decrease the draw-speed of bows if you had very low strength.
Shield bash should now correctly register more often
Perfect-Blocks should now correctly register
Handle hits will now count as blunt damage when it comes to hit-feedback, rather than not giving anything at all.
Strenght bow bug should be fixed now.
Housing & Guilds:
Pre-Dawn items within houses should now be fixed. The items will appear in the first floor chest, and may be “under” any items that have been placed since then.
Players from the same guild should no longer get flagged grey when hitting one another.
Fixed player-vendor issues
House Bank NPC’s should now correctly respawn
Patch Notes - Version 1.80.00.9
------ ADDITIONS AND CHANGES ------ General:
You now take slightly less drowning damage
Your character will no longer try to sink through the ocean floor when out of stamina. This should remove the chaotic “Shaky Cam”.
You can no longer trade with mounted players
Art:
Drowning damage now plays a hit-sound
------ BUG FIXES ------ General:
Fixed an issue that could make you “Stick” to the bottom of the sea floor if you drowned.
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http://www.mortalonline.com/forums/65291-patch-notes-1-august-2011-a.html
EDIT: Updated notes.
Hell hath no fury like an MMORPG player scorned.
Comments
Thank god the AI has been fixed. The whole reason I bought the game has come to pass as reality. They now will look at me.... sigh
so much for this ever happening in game
Spme of the players talk to a dev in this thread about the "fix"
http://www.mortalonline.com/forums/65307-here-what-patch-notes-dont-say.html
Today, 09:51
#1 (permalink)
psychobilly
Member
Join Date: Nov 2009
Rep Power: 2
And here is what the patch notes don't say...
Looks like some good items in the patch notes if they are correct. Everyone will be excited to have asset destruction, some much needed combat changes, fixed house chests and vendors, etc.
WARNING: This is another patch that was not community tested. Let's hope that more than 50% of the notes are accurate, and that the working features were not devolved any further (the skeptic in me says probably not).
There is also a lot of unnecessary fluff that makes it seem like the priorities are still out of whack. Here are the major issues the patch notes do not address:
1. Now that we have asset damage back, are the house and keep friend lists now working properly? (the primary reason for pausing it)
2. Now that we have asset damage back, is the FAILED hit issue fixed or improved in any way? (the other primary reason for pausing asset damage)
3. Is the palisade jumping exploit fixed?
4. Is the exploit for causing AI resets fixed, (i.e. sending a pet or mob back to its original position)?
5. Is the lack of strength checks for bows, and thus massive archery combat imbalance, fixed?
6. Has the corrupt spell been implemented without the reserve penalty bug?
7. Has the memory leak causing frame rate decay been found and fixed yet?
8. Has the nodeline issue that causes invisible weapons been found and fixed?
9. Has the ghost scouting mechanic, that has been overwhelmingly decried by the community, been addressed yet?
10. Have the trial account issues been addressed (no carry limit on either yellow or blue trial accounts, trial accounts as bank space, trial accounts used in siege mechanics, etc.)?
The above are what I consider to be the next major issues that need to be addressed, if they have not been. If those are fixed, then its possible the population will be able to stabilize and start growing once again. If they do not get addressed, the atrophy of the population will likely continue.
Sebastian Persson
Developer
Join Date: Apr 2008
Location: Malmö Sweden
Age: 27
Rep Power: 0
There is a temp fix for the fail-bug.
You should no longer take the damage if the person attacking you is a "fail-bug-dude". I'm not 100% sure it will work every time, but it's better then nothing I guess.
You will still get the message thou. Got a couple of ideas on how to solve it and will try to get those online asap.
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deathshroud
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Location: UK
Age: 28
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i dont think though that is enough seb, because if i see one and waste my stam sprinting after him only to start hitting him and its hitting for 0 im esentially putting myself in a bad position for nothing. Unless both parties cant see each other then it isnt really a fix.
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Some initial thoughts on the new patch from an actual player (imagine that):
Today, 08:36
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deathshroud
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Thoughts on new patch
i think this new patch deserves its own thread so here it is.
Pros
Interupting a swing with a block a very welcome addition
on foot prediction is great
on horse predicition is improved
the new horse turning makes it feel more like pre-dawn which is nice
ability to equip unequip horse items from much further away.
the counter attack is a great addition
npc heads following the palyer is a nice touch
the new blood splatters and sounds are nice
the new ragdolls feel much more realistic when they appear.
pushing is back
cons
none so far, nothing seems wrong all though there are bugs
bugs
counter attack only works with left swing and not right swing or alt(stab) attack
bandaging will sometimes play the spark effect like being hit on a perfect block
animations of players on mounts still messed up
bow animation seems to miss a few frames when pulling bow back
unable to accuratly specifiy which direction to attack whilst mounted
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Herald Of Umbra
http://www.mortalonline.com/forums/65315-thoughts-new-patch.html
Hell hath no fury like an MMORPG player scorned.
Woah, and even from the crown of credibility.
Tbh I read the patchnotes and think "100s of new skills". I am surprised Henrik isn't selling this hotfix as the newest expansion.
StarVault is so low, I don't even believe their patchnotes. Let's wait 24 hours to see what else has been broken.
Mortal Online: I'm not 100% sure it will work every time, but it's better than nothing I guess.
Why don't we have an eye rolling smiley?
There appears to be some contradictory information regarding counterattack, as noted by BBIHAH:
Today, 10:26
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bbihah
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Quote:
Originally Posted by deathshroud
bugs
counter attack only works with left swing and not right swing or alt(stab) attack
Just confirmed this NOT to be the case. Works with Polearms, Swords, Spears and Axes. Havent tested Clubs yet.
Looks like it cuts the time 40%ish ^^
So Counter attack seems to work as intended!
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We get shit done! ~Desu!
More experience with it would be helpful, but the reported bug might not be accurate at this point.
Hell hath no fury like an MMORPG player scorned.
Like Pshyco said it is not what the bug fixes say it is what the patch has not addressed. Core features that have been broke for a while and not addressed.