Patch Notes 0.1.2.7 Discussion

finegamingconnoisseur

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Source: https://mortalonline2.com/forums/threads/patch-notes-0-1-2-7.2422/

Added:
  • Added Trade Broker system.
  • Added support for picking up mail used in the broker system.
  • Added Cougars.
  • Added DireWolves.
  • Added Sators.
  • Added updated weakspot calculation to dagger crafting.
  • Added new logout system:
    • Logouts In cities (safe area) logout takes 5 seconds and your pets logout with you.
    • Logouts In the wild (unsafe area) logout timer takes 30 seconds and after you have disconnected your character and pets will stay in the game world for 30 minutes.
    • Logouts In dungeons and other areas (no logout) the game will not allow you to logout in certain areas to avoid logout abuse like logging out inside dungeons etc.
    • Any disconnect regardless of what zone you are in will now keep your character and pets in the game for 3 hours.
  • Added new crafting system
    • Having your crafting skills and material skills above level 70 will now only impact the durability of the item you are making.
    • Crafting skill no longer impacts how much materials you use when crafting melee weapons.
    • The "worst" item you can make if you have 1 skill in every skill is now better than before.
    • Removed the dice roll from crafting that gave players legendary items if they were high enough skill.
    • Crafters that have 100 skill in all crafting skills required to make an item can now sign and name their items.

Changes:
  • Improved textures on several rocks and cliffs.
  • Optimization: Spawning of characters is now throttled based on frame rate and should reduce load stutter a bit.
  • AI now has a max step height from server path to avoid them snapping up onto tall objects while moving.
  • Creature and character fur temporarily disabled to remove crashes. We are waiting for a plugin update before we re-enable the fur again.
  • Updated all community localization. (you guys are great <3)
  • Wolf Animation overhaul.
  • Bear Animation overhaul.
  • Wisent Animation overhaul.
  • Race Caps Balance: Increased Veela Str +4, Increased Sheevra Str +4, Increased Blainn Str +4, Decreased Blainn Con -4, Increased Blainn attribute points +8
  • Weight Dex Balance: Underweight +8 (5), Lean +6 (5), Fat -16 (-15), Bulging -22 (-20), Obese -42 (-40)
  • Lowered lowest move speed cap, so that obese mages get a bit more penalty. (Live since last patch)
  • Improved level streaming between Tindrem/Meduli.
  • Updated to the latest EOS and EAC SDK.
  • Added better EOS and EAC error handling, instead of crashing you should now get better information and the option to restart when EOS or EAC errors appear.
  • You can now auto learn the Pole Axe skill.
  • Cooking now needs the correct workbench/heat source to allow certain cooking tools.
  • Sprinting outside of combat now doesn't drain the stamina reserve.

Fixes:
  • Refactored multiple core systems to fix engine garbage collection crashes.
  • Player should no longer become misaligned with the world after dismounting a horse in a slope.
  • NPCs would not look at a character in front of them if another character was close and beside or behind to them.
  • NPCs would sometimes not be floored because of engine spawn placement correction.
  • AI path points from the server would sometimes fail to project to the floor because it did not take character height into account.
  • AI should no longer take shortcuts over slopes and valleys causing them to float slightly over the ground in some places.
  • Player models no longer go nude when they die.
  • Fixed issues with chosing the Czech and Korean language options.
  • Fixed a bunch of issues with EAC that caused crashes.
  • Fixed the sound when interacting with player loot bags.
  • Fixed some issues with the Spider Caves.
  • World object and landscape fixes.
  • Fixed an issue with gathering rice not giving rice.
  • Fixed an issue where mount velocity wasn't used correctly for damage calculations.
  • Fixed an issue where resting didn't replenish reserve if Health and Mana was full.
  • Fixed an issue where a parried attack could still cause the parrier to lose armor durability.
  • Fixed bug where placing a new skill & such on top of a clade gift that was disabled made the skill unusable.
  • Fixed an issue with arrows not being synced on other clients.

Known Issues:
  • There's sometimes an item missing in the broker panel 'my market', this is getting looked into.
  • Closing the broker 'Sell' panel with 'esc' causes weird behavior, you might need to press esc again once broker window is opened in order to use the broker again.
  • Some guard patrol paths are wrong. Some guards walk off-path, taking shortcuts or walk over some objects. The paths will be improved at a later time.
  • AI does not avoid walking through other characters at the moment. The so called "crowd movement" in the engine had to be removed when we replaced the AI movement. We are working on replacing it with our own.
  • Pets follow the owner at irregular speeds.
  • AI movement can be erratic, sometimes causing abrupt sprints.
  • Fur is turned off.
 
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Xunila

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Very funny, all my Veela stats decreases by 1 point each, but Psyche got increased by four points.
1623692959456.png
 

MolagAmur

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The +4 Str to Veela is cool i suppose, but they need more attribute points. They butchered their hybrid ability...and this doesn't change anything for that. +4 attribute points would have been much more valuable then the +4 Str imo.
 
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Minyiky

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The +4 Str to Veela is cool i suppose, but they need more attribute points. They butchered their hybrid ability...and this doesn't change anything for that. +4 attribute points would have been much more valuable then the +4 Str imo.

Yeah I'm not sure what it really gives to be honest
 
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cerqo

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Mar 17, 2021
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In discord Henrik kept saying that the logout change was to stop "abuse" like crashing your client when dropping off a cliff in MO1 or logging out in dungeons etc.

It just seems like a terrible choice IMO to inconvenience the gameplay for the whole playerbase just to get rid of a minority broken abuse mechanics, that could have been solved in a different way.

Like why does the logout timer have to be anywhere in the wilderness and not just inside dungeons, around keeps, palisades TC structures etc.

Fix crashing your client when dropping off a cliff by .... SIMPLY LEAVING THE PLAYER INGAME UPON CRASH. Why does this trash have to get moved to every part of gameplay when you can simply target the areas that were getting abused. SV needs to take some courses in UX design.
 
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Jybwee

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One positive thing is that a whole new playstyle may be viable. Just walking around naked with a worn shorty killing 'afk' people up in the hills. Bet i could DESTOY your 23 Thursar with my 67 year old (min str) Veela. Since i'll have a couple dozen uninterrupted minutes to chop at ya.

And you better be real sure of every aggressive mob path. Some of those mobs in MO1 had some pretty crazy possible paths.
 
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Weathermore

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The logout system needed camps/campfire to decrease log out time before the change was implemented. Logging out in red cities is currently not considered a safe zone, so red players now have nowhere to play/live without building. The 30 minute timer is a little long overall. This is not a good change for a lot of reasons. They could have made the log out time 3-5 minutes to fix the cheese log out. The idea that you can't log out in dungeon and you now must set aside a huge chunk of time to do PVE content is absurd, and a very bad system overall. If you lose internet at your house you will more than likely lose everything on you when the server is full.

10-dex nerf was probably necessary, but overall it is a massive, massive nerf. It appears, before I can test everything, that under ~60 dex has 20% less movement speed than putting +1 point over where the cap is. What they need to do is re-evaluate this, and do one of two things

1. Dex is overall scaled down (lower bottom, but each point of dex gives +1 move speed). This is like halfway what they did, but it doesn't appear at the moment that 10 to around 60 dex has any change. Check Mortal Data to see this.

2. Revert dex to how it was before, nerf a small amount at 10 dex, but make fat, bulging, and obese decrease movement speed and less dex. I would say something like 5%, 10%, 20% through the line.

My main issue with the balance here is for low dex players who are not higher weight class.

The new crafting system is overall good but needs further testing. From what I tested, poor quality weapons are the same damage as impeccable.

The blainn changes are good, but Blainn is still less Str than Huegarr if I'm not mistaked?

The Alvarin changes are good, but the stat loss needs to be fixed like it was with Blainn, which it willnext patch.
 

Jackdstripper

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30 minutes seems way too long after you've logged off. i mean, there is nothing you can do once you've logged off. you're basically just hoping that nobody finds you. this also means you can no longer log off during a siege or any type of fighting (or anytime enemies or even people are around) as they will get 30 minutes to just kill you standing there. this is cancer. you can't always ride all the way back to town just to log off. sometimes you just have to log off and go do rl shit. you don' have an hour to run back to town just so nobody can kill you offline.
i mean a change was needed, but as per usual SV goes way overboard with it.

the proper change was to make login off counter longer in the wild, say 5 or 10 minutes. so at least you can monitor your character and do something if you are found (cancel the log off and defend yourself). this "staying in the world after you've logged off legitimately" (not disconnected) is just bad mechanics.
 
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Piet

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literally just have to place a camp to log so literally just doesn't affect anyone.... except combat loggers.
 

Tzone

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literally just have to place a camp to log so literally just doesn't affect anyone.... except combat loggers.
Camps are not ingame, The added 30 min log outs with out camps. And for 28 mins of that log out timer your client is closed.
 

Grasthard

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Nov 21, 2020
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    • Any disconnect regardless of what zone you are in will now keep your character and pets in the game for 3 hours.


how that will work for crashes? if you crash can you log back in? or wil you get the message "the character is already logged in" for 3 hours aferwards? :unsure:


also, timers seem quite punishing. and not only for red players, but specifically to "casual" players. one of the reasons I did not play in beta a lot in the last time was because you were forced to stable your horse at logout because of bugs, making any basic activity extremely time consuming, especially if you have to log out unexexpectedly because of RL reasons. having to run back into cities for safe logout brings back the same issue. if you need to log out for 10-15 mins to do somethign else, is actually more convenient to just keep your char AFK in game.

let's see how this pans out in beta, but I hope you consider reducing those timers

    • Sprinting outside of combat now doesn't drain the stamina reserve.

I'm no expert but, isn't this huge for foot pvp?
 
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