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Thatcher
10-20-2009, 09:18 AM
------ FEATURES ------

- Morin Khur, the capital city of the Khurites is now open (Please note that this is a first draft. More objects, details and optimization are to come).
- The Alvarin family consisting of the Sheevra and Veela races are now playable.
- There should now be more creatures wandering around in the world.
- "Razorback" creatures have appeared.


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

- Some ambience in Vadda has been added.
- Sidoian male has new impact sounds.
- The skills and spells backgrounds have been changed.
- Inventory window has received a makeover.
- Loading screen symbol and layout changes.
- Added a "use"-chat command that will find the closest object and then attempt use it (This includes loot and NPCs)
- New hair styles have been added.
- Added support for helmets that don't use "helmet effect".
- Creatures do now have natural long-time health regeneration.
- New skill added: creature control.
- Successful creature commands now reflect on the creature control skill instead of the taming skill.
- Several new creature commands including feeding and bandaging creatures are available for tamers (See the Quick Guide (http://www.mortalonline.com/files/beta/MO-Quick_guide_0_5.rtf) for details).
- Tamed creatures do not perform any initial command after being tamed (For example, pets will no longer auto-follow after being tamed)
- Tamers will now have to maintain a level of loyalty on tamed creatures.
- Tamers now need to be within a set distance to their tamed creature to be able to give commands.
- Tamers will not gain taming skill when taming creatures they've previously tamed.
- A tamed creatures actions now affect its owners flag and status.
- Impact sounds with wool reimported.


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

General:

- You no longer login with full health and full mana.
- You will now login as dead if you logout as dead.
- You can no longer trigger skills while falling.
- You should now be able to correctly move using the arrow-keys.
- Fixed a bug that prevented Murder counts decreasing if you weren't flagged as a murderer.
- Fixed so that the "loot"-chat command will find the closest loot rather than "any" loot.
- Fixed an issue that made it impossible to call guards when someone logged into a guard zone.
- Fixed a bug that made players get Murder counts even if it was a really long time since they attacked someone.
- Fixed a timer for chat-commands preventing people from sending out to many commands.
- Destroying items now properly updates your weight.
- Equipping an item from the bank no longer causes the previously equipped item to disappear if you reequip it.
- You should now see weapon durability in the tool-tip when a weapon is equipped.
- Beta suicide now clears your assault list (you can no longer give Murder counts to other players by suiciding).
- Holding down CTRL should no longer prevent you from moving forward or strafing left.
- Multiple instances of one loot bag are no longer possible to be looted.
- Looting underwater should work as intended.
- Line of Sight should now work properly and be cut down to 90 degrees, it was previously 180 degrees.


Creatures & AI:

- The Minotaur’s ability to turn is now limited while it's charging.
- Players being missed by the Minotaur’s attacks will now get messages about this.
- Roaming creatures should now less often wander into obstacles.
- Creatures in open areas should now wait longer in-between their movements.
- Some important fixes for creatures target handling.
- Numerous stability and performance fixes for the AI.
- There was a bug where players could tame other logged out players tamed creatures. This is now fixed so that tamed creatures cannot be tamed even though their owner is offline.
- Creature name printouts are now fixed, they should output correct names.
- When abandoned, creatures will now go back to their native creature speed.
- Creatures did sometimes go inactive after one battle. This should be fixed.


Combat:

- ALL melee weapons should now take a bit longer to swing.
- Fixed broken block calculation for blocking.
- Reduced a lot of shield/blocking/stamina-drain variables.
- You can no longer start swings while stunned.

- Left swings now hits as intended.
- Line of sight checks for projectiles and magic now work as intended.
- Getting hit by an arrow while in mercy mode will no longer put you out of mercy mode with full health.
- Projectiles should no longer get stuck in a spin around their targets.


Magic:

- Fixed so that you no longer get "Your mind grew too tired to keep your spell." when dead.
- You can now click spells to pre-cast and release them. Previously you were only able to pre-cast.
- Healing your pet will no longer damage/kill it.
- Spells should no longer start to auto fizzle after some time of casting.
- Self targeted spells should now properly target yourself even with its graphical effect.
- Attempting to heal a target that isCorrupted will now correctly print that the heal had no effect on its target, not on its caster.



Skills:

- You will no longer enter mercy-mode when resting just after getting up from mercy-mode.
- There should be no more trees or mining nodes that can't be lumber jacked or mined.



Vendors:

- Vendor inventory should no longer be "off by one".
- The interaction distance to npcs has been tweaked; you should not be able to be too far away from them now when interacting.
- Casting Purify on npcs should no longer give misleading messages.



Crafting:

- Crafting armor with Ironwool now works as intended.
- Tindremic Messing is now useable for shields as intended.
- Refining a Pig Carcass should no longer give you a message that you are processing ore.
- "Processing ore" message changed to "Processing material".
- Tooltips fixed for Shields and Clubs.


Art & Sound:

- Paper doll now correctly shows your face.
- Character-creation will no longer reset animations each time you change a feature.
- Added even more support for different footstep sounds on materials.
- Fixed a bug that made people who were in combat-mode when you login NOT play combat-animations.
- You should no longer see your character attempting to unsheathe weapons if you press 'Z' while resting.
- Weapon shadows should no longer be as visible through your avatar shadow as they previously were. (It might still look odd, but that is an UE3 problem we can't address).
- Rocks around the world have become proper rocks and won't let you walk through them.
- Combat animations should now trigger as intended.
- Wisents and Pigs now have accurate footstep sounds.
- All animal creatures have got accurate attenuation.
- Physical materials have been changed on lots of objects in the world, making them play the proper footstep sounds.
- Ambience reimported in Fabernum.
- Fixed a bug that caused the hair to turn niggerniggerniggerniggernigger when equipping armor.
- Fixed so that the right arm of characters in character-creation is displayed correctly.
- Arrow release attenuation fixed.



UI:

- UI-debugging is now disabled (GUI/Mouse performance increase).
- Closing the spell book should no longer close other windows.
- Vendor window will no longer overlap other windows.


Misc:

- Fixed typo in murder count message.
- A lot of other minor bug fixes.








Seems like they're chugging along pretty well. Gonna download this one and give it a shot.

Atnas
10-20-2009, 10:13 AM
Will try to patch it and see what's new, but I've got a sneaky feeling that I'll have to download the entire game again.

Thatcher
10-20-2009, 10:17 AM
Will try to patch it and see what's new, but I've got a sneaky feeling that I'll have to download the entire game again.


Yup, I downloaded all 1.9 gigs in like 25 minutes at 1.5mbps, so seeds are good.

Atnas
10-20-2009, 10:32 AM
Neato! Really dislike all shit you have to go through just to play it, why can't it be installed like a normal installer? Gah.

Lily
10-20-2009, 11:10 AM
It's a big broomstick up the ass for anyone who has a capped connection though. An incremental updater would be a lot more bandwidth friendly.

Thatcher
10-20-2009, 11:38 AM
You can use the patcher, but it takes like 12 years. Also capped internet, lol.




It's a big broomstick up the ass

And you love every second of it.

Atnas
10-20-2009, 12:04 PM
Hey I killed a guy and took his shit! I like the combat in this, it has weight behind it.

Jolle Poker
10-20-2009, 02:15 PM
Actually, you shouldn't be able to use the patcher for this patch... They actually installed a new patcher (or so I've heard), so you actually have to download the whole game for this patch... It's unclear if you'll have to do this in the future.

Capricious
10-20-2009, 06:59 PM
So are you guys happy you paid for this?

P.S: I'm a troll and ugly IRL

Uzik
10-20-2009, 08:54 PM
One day I will test the beta again!

Capricious
10-20-2009, 08:56 PM
I'm very sexy IRL, uzik.

Mikee
10-20-2009, 09:25 PM
New HAIR!

Omley Boozebeard
10-20-2009, 09:48 PM
It's a got a great foundation they just haven't added any particuly fun bits yet. It will never be crap at worst it will end up abit boring.

Thatcher
10-21-2009, 04:57 PM
Super easy to skill up too. From yesterday to today I got Strength, Constitution and Dex all to 80/100 ish from like 20.

Kran De Loy
10-21-2009, 07:06 PM
Super easy to skill up too. From yesterday to today I got Strength, Constitution and Dex all to 80/100 ish from like 20.
That's balance stuff, that could change at the drop of a hat, so it's not really proving how the game will be for sure until release.
Mostly what I look at when I'm playing the game is the mechanics and graphics. How long it takes to swing what weapon, what the harvesting system feels like, PvP, PvE, variety of skills and spells, system requirements (how heavy it is on them), environment (how much atmosphere there is..)

They have the Atmosphere down well, still need to add more stuff, creatures and .. well, misc. stuff, to fill out the world more. I havn't tried much else, since the game even with a lot of graphics turned down ran very sluggishly when I do get in. I recently got my ram up to 4gigs, so I'll try it again soon.

Jolle Poker
10-21-2009, 09:08 PM
Actually, just that won't change. You will be able to level up your "main skills" in the same speed rate.

The real challenge when it comes to leveling up skills are "secondary skills" which is a big part of the skill tree. The main skills are basically just the roots of that tree, but depending on how your roots look, you'll have a different tree to play around with.

Atnas
10-21-2009, 11:20 PM
Trees, eh? How is... the foliage?

Kran De Loy
10-22-2009, 12:26 AM
Trees, eh? How is... the foliage?
LoL. It's better than DarkFail, not so good as Crysis.

Omley Boozebeard
10-22-2009, 12:58 AM
The trees are pretty poor tbh http://forums.anvilsociety.com/hex/images/icons/icon13.gif

Some of the buildings are really cool though. I'm in the new khurite city and there is a really awesome crane and some really cool guard towers that are dotted all over the moutains surrounding the city.

Thatcher
10-22-2009, 01:25 AM
The trees are pretty poor tbh http://forums.anvilsociety.com/hex/images/icons/icon13.gif

Some of the buildings are really cool though. I'm in the new khurite city and there is a really awesome crane and some really cool guard towers that are dotted all over the moutains surrounding the city.

Supposedly they are waiting for Epic to include Speedtree 5 in the Unreal Engine, and then we get super sexy trees.

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