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It's Here! The TC patch has come.
Notice of DirectX update:
Make sure you are running the latest version DirectX to avoid issues.
This note may not be final.
------ ADDITIONS AND CHANGES ------
General Changes and Additions:
This content bring us the Conquest of Nave (Territory Control & Prominence/Stat system) which can be read about here
- Houses will now connect with a guild only if they have a guildstone.
- Transfering a house will now move the guildstone to the chest of the house.
- Because of the new rule one-stone-per-guild every guildstone will have been moved to the chest of that house when the server starts.
- Only the guildleader can now place guild-stones.
- Houses containing a guildstone will now be guild-flagged.
- You can no longer start a trade with someone who is in combatmode.
- Rebuilt the system for tracing handle-hits, it should now be a lot more exact even with longer weapons.
- Auto-deconstruction timer on game-tables have been reduced to 6min.
- All building decay has been reduced from 48h to 12h.
- The leave guild timer for members have been changed from 8h to 1h.
- Canceling a war will now cost 200 PP for the guild that ends the war.
- Kicking a guild-member that is online will now trigger a 1h cooldown before he is kicked. If the member is offline he/she will be instantly kicked.
- Skill book Concentration II and III added
- Stat system added, hundreds of secret stats to unlock tied to events
- Some spells tweaked in damage and range.
- Scythe weapon heads added to crafting
- New axe head types added to crafting
- Nite Queen spawn and stats changed
- Greater Kimuru spawn and stats changed
- Various weapons rebalanced
Bug fixes:
- Fixed a bug that made it possible for players that just got loaded to end up in a invisible mode for other players.
- Mounted left swing fixed
- HouseFriends will now correctly be cleared when a player transfers his house or the house destroyed.
- Clean up of houses that get destroyed should now work a lot better.
- Fixed an issue where guild-acronyms could stay even if you left your guild
- Made the placing of loot bags a lot safer.
- You should now correctly be reported as a tresspasser if you enter someone elses house without being their friend or in their guild.
- House->Guild connection rebuilt and should now be a lot safer.
Never trust a screenshot or a youtube video without a version stamp!
Comments
Had not previously heard anything about the Stat system that was added. Should be an interesting thing to check out in-game.
Nice to see some new weapon heads as well.
But, the Territorial Control system being added really should be very big for the game.
Hell hath no fury like an MMORPG player scorned.
The only down side I see to this patch is that the servers seem crowded now. I mean I used to be able to farm campodens but now there's usually someone in my favorite farming spots.
Never trust a screenshot or a youtube video without a version stamp!
Thats a very good thing. Maybe Mortal Online has turned a corner and is able to build its player base. I hope so, because the game seems interesting, although I haven't played it because the overwhelming negative response. If the reviews/threads start shifting, I might have to give it a try.
I self identify as a monkey.
Are non-guildies still able to log out in your keep?
Every patch brings new players. Nave must be packed by now.
Packed is not the term I would use. I would defintely say that player activity has increased significantly with this patch. This was predictable, given that improved territorial control has been one of the more requested features since launch. Not surprisingly, a lot of people are having a blast with it right now.
The best part of this type of content, of course, is that it's self-sustaining, which is something the game needed.
Hell hath no fury like an MMORPG player scorned.
Every patch brings new players. Nave must be packed by now.
Packed is not the term I would use. I would defintely say that player activity has increased significantly with this patch. This was predictable, given that improved territorial control has been one of the more requested features since launch. Not surprisingly, a lot of people are having a blast with it right now.
The best part of this type of content, of course, is that it's self-sustaining, which is something the game needed.
I must have been gone along time. The last time I played the game needed functioning AI and a better UI. But it's not my game to manage so I'm sure they have their priorities straight when it comes to bringing new players to the game.
do you mean pallisade? if so then yea they could but they cant open the door to let others in since the doors require a key to open from either side. If you mean the actual keep then no they cant logout inside.
there are 2 types of mmo, imitators and innovaters.
Yeah, meant palisade. Thanks
How about campfire jumping over palisade walls? Still able to do that?
And can people still overhead swing through palisade walls?
theres no longer any gaps at all in the pallisade except right next to the gate, it would be impossible to predict hitting someone through the wall with an overhead swing, its very difficult to see whats inside a pallisade sicne there are no longer gaps in it. They moved all the wooden logs close together to prevent spying.
i imagine it might be possible to campfire jump over someones pallisade im not sure tbh, but there has been no reports of people exploiting into pallisades after the gate changes, sicne there is no benefit in doing so, you cnanot open the gate to let others in. So if there was a large number of enemies within your pallisade it would be plainly obvious to a gm they exploited in.
Instead if guilds want to gain access they must destory the gate, which happens rather often.
there are 2 types of mmo, imitators and innovaters.
You can still get into any structure with the horse dismount bug (every time you dismount a horse, your character move a few steps forward regardless of any obstacles), or even with the lag switching bug (if you fake latency on your end and stop receiving server's packet, you won't load any walls, so when you resume the connection, server will synch your position to your client instead of his last known coordinates for your avatar, so you'll warp into the palisade).
There's way to many things that are validated on the client side only (hit detection is a prime example, wtf were they thinking), I find the game far too easy to hack and exploit. Then again, that's not stopping me from owing two accounts and paying for two sub, even with all its problem, MO is still my favored mmo out there, and I don't see any other runner-up coming out anytime soon.
i bleeive if you try to gain access to a house by monuting and dismounting whislt the door is locked it will teleport you out.
there are 2 types of mmo, imitators and innovaters.