The Public Test Realm for our new patch will be going live shortly today, and you can learn more about what to expect on the PTR below.
For a deeper dive on some of the bigger items in this patch, see our recent Into the Vault development post here.
How to access the PTR
- Open your Steam client and right click Mortal Online 2 in your games library.
- Click ‘Properties’
- Click ‘Game Versions & Betas’ on the left
- Using the multiple choice list, click on the one labelled ‘Mortal Online Public Test Realm’.
- Your Steam client will then patch your game over to the test branch, and if the servers are up already you will be free to log in as normal.
How to Report Bugs or Leave Feedback
- When in the game world, press the ESC key to pull up the menu.
- Click on the Report Bug button in the menu.
- Select a category which matches your issue as closely as you can.
- In the larger text box, describe your issue in as much detail as possible.
- Hit the Send Report button at the bottom of the window.
The PTR has limited to no Game Master support during public testing. If you require assistance, please ask for it in Nave chat and if Nebulous or one of the Game Masters are around they will attempt to help you.
What can you test?
Given the enormous number of impactful changes in this patch, it is difficult to mention only a few specifically. So as there is so much to dig into and get your hands on, we recommend simply reading through the full notes and checking the ones that interest you once you’re on the PTR.
With that said however, we are particularly looking for feedback about the following items, which you can submit via the in-game feedback reporting system if you test them:
- Combat changes
- As these affect the game’s core combat experience, we would very much appreciate hearing your thoughts about them.
- These primarily include:
- Bandaging rework
- Changes to parrying
- Changes to the minimum charge attacks
- Changes to Adrenaline received from taking damage
- Clade Gift changes
- Oghmir gifts, Defiance & Vital Surge.
- Thursar gifts, Frenzied Charge, Bloodlust and Adrenaline.
- Human gift, Persistence Hunter.
- The new Mental Fortitude skill, which can be obtained from the PTR Vendor found outside most major towns.
Full Patch Notes
Balance
- Reworked the timings and cooldown of using Bandages.
- Bandages no longer have a hidden cooldown between uses.
- The received health from bandages has been rebalanced with their new timings in mind, now that you can use them much more frequently.
- Added new types of bandages as loot in the world which heal slightly more.
- Being interrupted while using a bandage (hit for 10 damage or more) now reduces the health received from the bandage by -10% per hit, down from -35% previously.
- Gathering nodes (such as Mining and Woodcutting) no longer give diminishing returns when approaching the end of the node, Instead you now get full yield until it’s completely empty.
- The game windows icon will now flash when a resource you are gathering gets depleted.
- Increased stamina regeneration bonus to +5% at Endurance level 100.
- Endurance is now a child skill of Athletics.
- Increased the distance that you can open pet bags from by 3m
- Changed human clade gift ‘Southerner’ into ‘Persistence Hunter’ which provides a 10% fire damage resistance, and 10% reduced stamina spent while sprinting.
- Human clade gift ‘Mathematician’ has been changed into ‘Resourceful’, which adds +10% chance to gain additional yield when gathering.
- Changed the Thursar Clade Gift “Adrenaline” to be a passive effect.
- “Thermoregulation” has been renamed to “Bloodlust” and provides a melee damage bonus starting at 50% health, which increases as you approach death.
- Initially we will be starting this at a maximum of +10% damage bonus while at 1% health, although this is subject to change.
- Oghmir Clade Gift “Siegemaster” has been renamed to “Vital Surge” and is now an Active Clade Gift which allows you to instantly recover from mercy mode once, with a lengthy cooldown.
- “Engineer” has been renamed to “Defiance” and now works by increasing physical defence by a value based on how much Adrenaline the Oghmir currently has stored.
- Each gained dot of adrenaline above 1 (because 1 is passively generated) grants 1% defence for a max of +9% at 10 Adrenaline.
- Replaced the “Risar Known” Clade Gift with “Frenzied Charge”.
- Frenzied Charge is a clade gift you can activate to gain an 8% bonus to run speed with the consideration of being unable to stop sprinting forward for 6 seconds. During this time sprinting drains no stamina, and your turn speed is reduced.
- Changed the Thursar mastery gifts related to the clade gift ‘Adrenaline’ which has been changed.
- Those mastery gifts now affect Frenzied Charge movement speed and cooldown speed.
- Increased Ether Wayshrine travel speed from 2200 to 3000.
Skills
- Added a new primary skill: Mental Fortitude. This skill reduces incoming magic damage in the same way as the Defensive Stance skill, both by a raw value and a percentage.
- Mental Training is now a secondary skill.
- Mental Focus is now a primary skill.
- Vitalism is now a child skill of Mental Training.
- Adjusted balance of many extracted material experience requirements to be lower as a followup change to the adjustments made in patch 3.1.0.
- Adjusted the experience per hour of many books to be higher and more in line with the new material lore experience maximums, so that certain books no longer take months to read for relatively basic materials.
Combat
- Reduced maximum Mounted Archery damage to 80% of what is possible while on foot with the same bow.
- Lowered the amount of Adrenaline gained from receiving damage from 1 per damage received to 0.5 per damage received.
- Increased the amount of Adrenaline gained from 8 per parry to 10 per parry.
- Blocking no longer costs 10 stamina to initiate, instead it constantly drains Stamina while holding a block.
- You no longer need to reset your parry input every 2 seconds to parry an attack.
- Clicking to attack will now charge to almost 50% before immediately releasing automatically instead of releasing an attack which deals zero damage.
- Adjusted global weapon charge speeds to be slightly shorter
- Adjusted global weapon release speeds to be slightly longer
- Reduced the amount of experience required to reach level 100 in the following skills, due to the new fastest possible attack being a different speed to before for training purposes:
- Aggressive Stance
- Defensive Stance
- Melee weapon skills
- Updated the aim offset experienced when you get hit while you are drawing a bow to be stronger.
- Updated the “Aim Punch” behavior when getting hit while drawing a bow to be more aggressive.
- Reduced Retreat Adrenaline cost from 4 to 3.
- Reduced Steady Hands Adrenaline cost from 3 to 2.
AI
- Fixed issue with AI attacking targets that were too far away vertically and missing constantly instead of leashing correctly. This fix addresses most cases of “safe spotting” abuse.
- Added a new rare type of food you can feed your pets which will cause them to instantly gain or lose levels depending on the type used.
- Updated the center collision capsule for multiple creatures to better match their base size.
- Fixed bad water alignment for mounts by updating the default engine floating behavior to use the creature mesh instead of the capsule collision for calculating immersion depth.
- Fixed Risen Crocodile swimming below the water surface.
- Added better support for custom leashing of spawned AI, we can now have patrolling AI with better leashing behavior.
- Added patrolling guards which walk between the closest guard towers outside of towns. These guards are slightly weaker than town guards with a shorter sight distance.
- Fixed Stone Lizards hitting from very far away.
- Fixed Ratzar Worker Acid Spray requiring 100 Ratzar Mastery to unlock instead of 0.
- Fixed issues with safespots inside the Undercroft Boss room.
Territory Control & Housing
- Newly placed structures can now take damage for the first 5 hours down from 12 hours before being protected by the siege system
- Keep structures and strongholds now have flags showcasing the guild heraldry of the guild they belong to.
- If you login standing in a building that does not belong to you, your guild, or your guild’s allies, you will be moved to the entry point of that building.
- Added 70 Weapon decoration plaques to collect and add to houses.
- Outpost siege timers have changed from being a single 60 min timer to updating with each step:
- Stage 1 – Breaching the outer gate – 15 minutes
- Stage 2 – Lowering the inner gate – 20 minutes
- Stage 3 – Raising the flag – 25 minutes (+overtime mechanic)
- if the attacker does not complete the step within that timeframe the defender wins.
- Outpost sieges now start after 45 minutes instead of 60 minutes.
- Added new buildable Territory Control structures with flags on them to display your guild’s Heraldry.
Crafting
- All crafting UI now have a “Trash” checkbox. If you have this enabled and craft something the item will be trashed after crafting. Usefull for training crafting skills.
Changes
- Increased the collision distance on players slightly to help with issues of other players limbs clipping into your screen as well as making handle hits slightly less common.
- The mounted player is now part of the pet movement collision when riding mounts. This means that it is no longer possible to ride through low hanging obstacles like doorways if only the mount can fit under the obstacle.
- Added new “blessed” starter weapons (Sword, Axe & Hammer) to the soldier taskmasters for 1 Silver Aegis.
- Fixed issue with password and rename on building settings not opening again after being closed once.
- Fixed issue with fishing poles going all strange if you switched between two different versions.
- Halloween spawners have been added to Graveyards
- Added four new fishing rod variations.
- One can be bought from the Fishing Task Vendors and the other three can be found as rare loot.
- These fishing poles are purely cosmetic and won’t drop on death.
- Added VFX to the following debuffs:
- Corrupt
- Fulmination
- Bleeding
- Frostbitten
- Shocked
- Oiled
- Drenched
- Ignited
- Added better support for loottables. We can now make more complex and rare loot tables.
- If a AI drops a loot bag that has rolled to use a rare loot table, the loot will be prefixed with “Rare”. This does not mean it has to contain rare loot, but there is a chance it does.
- Removed old Damage Assessment book from Librarians as the skill does not exist anymore.
- Added even more analytics to help us balance and change the game.
UI
- Added a “Buy on MortalOnline2.com” button on the ingame UI for buying subscriptions.
- You can now add negative values in the broker filters.
- Added Pet Level to the broker filters for consumables.
Bugs
- Fixed issue with shields being hit not correctly counting as an equipment hit.
- Fixed pets momentarily entering falling state when a player mounts them
- Fixed Gherkin Journal Discovery not unlocking correctly.
- Fixed the Giant Kurnas having a much lower rider weight threshold value than intended.
- Fixed two minor memory leaks related to object placement and casting the Geyser Wall spell.
World
- Fixed some holes in the Pash harbor stairs.
- Fixed a gap in the navmesh at Bufonid camps
- Fixed some navmesh issues in the Bone Pit Dungeon
- Fixed a couple of collision issues in the salt mine boss room.
- Added missing house vendors in Aur.
- Fixed Yelkeskar Hideout Caravan Campsite Taskmaster awarding Sarducaan Empire standing instead of Republic of Nordveld
Feedback
We greatly appreciate everyone who takes the time to give us feedback. Please submit all feedback and bug reports using the in game reporting functions while you are on the PTR.