Greetings Mortals,
Set foot on the new land of Sarducaa today in the new expansion for Mortal Online 2, now live!
Sarducaa is a new continent hosted on a North American server and only accessible to new characters made starting today for a fair and fresh start experience.
Have a read of the full patch notes below!
Read the Full Patch Notes Below
Changes
- Only characters created after the Sarducaa patch can travel to Sarducaa when leaving Haven.
- Added a 3rd Character slot.
- The login screen has been updated for Sarducaa.
- When moving from Haven to Sarducaa you are only able to bring starting equipment and spellbooks with you.
- Characters can now have one home priest set per continent.
- Added a message about which region your home priest is located.
- Added “home priest region” to the statistics page.
- EOS Social (Shift + F3) is now enabled again.
- Fixed a bug where while swimming with a fishing rod in combat mode, you could not leave combat mode.
- The Jungle Camp fishing vendor has been removed. The only way to obtain larger hooks and strong lines is now from the Fishing Task Nacre Amrakh coins.
- Added Citizen NPCs for Sarducaa
- Fixed a bug where aggressive stance damage was applied when attacking a ‘damage immune’ target.
- New music specific for Sarducaa have been added to the continent of Sarducaa.
- Fixed bows not breaking on reaching 0 durability, previously they could be used one more time before breaking.
- Fixed fatality issue that sometimes made your character teleport back to their starting point even after the fatality ended.
- Human cladegift ‘Kleptomaniac’ which used to give +25 Pilfering skill, has been renamed to ‘Nimble-fingered’ and now gives +25 to Lockpicking skill instead.
Balance
- Reduced Bow Combat Ability Snapshot to 80% damage.
- Weakspot Armor Piercing reduced to 50% from 70%.
- Alvarin Clade Gift ‘Runner’s High’ Armor Piercing reduced from 15% to 12%.
- Human Clade gift ‘Double Jointed’ now gives +4 Max Dexterity instead of +2 Max Dexterity.
- Khurite Ancestry now gives +2 Dexterity for each grandparent.
- Guards will no longer miss their ranged attacks based on distance to the target.
- Fixed a bug where AI with ranged attacks would miss their target if the elevation difference was too high.
UI
- Added Sarducaa cities to the Guild Finder.
- Optimized the journal UI as it could cause minor stutters when you updated statistics even if the UI was not open.
- Fixed issue when opening the journal and your notes would double has been resolved.
- Fixed fishing UI not saving its location when moved.
- Fixed ‘reset ingame UI’ button not resetting the Fishing UI.
- Fixed rare crash when opening journal.
- Fixed default fishing UI being placed on top of the health bar default location.
- Fixed Clade Gifts UI bug where the clade gifts would turn white a couple of seconds after learning a new Clade Gift.
- Fixed issue with buildings being called “unnamed”.
- Fixed issue where the client could lag when a new discovery was made
- Fixed a text on books saying “combat ability cant be learned due to missing skills”, when it wasnt a combat ability book to begin with.
- Fixed a bug where binding stuff to Ctrl+F did not work, due to the Ctrl+F search functionality in the bank and other search bars. Both of these should now work as expected.
Territory Control & Housing
- Only the owner of a house may now pay its upkeep.
- Fixed issue where second and third characters could not place decorations in a guilded house.
- Updated color on TC buildings & Houses for Sarducaa only.
Lockpicking
- Added Lockpicking
Lockpicking allows you to open chests of various different difficulties throughout the world, provided you have both the sufficient tier of Lockpick and the required skill level to use it.
Great care has been taken to make sure this lockpicking minigame is, to our knowledge, perhaps the most detailed and closely simulated one to real lockpicking principles ever created.
It incorporates real lock aspects such as binding order, underset and overset pins, key and driver pin separation, and perhaps most uniquely the need to manage both your lockpick as well as a second tool, the tension wrench, at the same time as you progress through the lock.
Additionally, all of the sound design / foley was created in house, using recordings of real lockpicks and lock components, and we are extremely proud of the beautiful visuals created by our very talented 2D artist.
Every lock is different, however at the moment every lock stays the same even after a server reset, which means it is possible to memorize or record the pin order of any lock to help pick it faster next time, however as there are so many chests in the game only the most dedicated lockpickers will be able to memorize a lot of them.
- Lockpicking is a standalone Primary skill in the Profession tree.
- There are 3 different tiers of lockpick as well as chests:
- Novice
- Adept
- Master
- Higher tier chests have more pins, up to a maximum of 8.
- You need to have a high enough Lockpicking skill level to use the higher tier lockpicks:
- Novice Lockpicks can be used by anyone to open a Novice difficulty chest and learn the skill through action.
- Adept Lockpicks require level 50 Lockpicking, allowing you to open Adept chests.
- Master Lockpicks require Level 100 Lockpicking, allowing you to open the most valuable chests in the world.
- Lockpicks are not simply bought from an NPC for gold, rather you need to find them.
- Novice Lockpicks have a chance to be found in almost any Barrel in the game, and are intended to be rather common items.
- Adept Lockpicks are only found inside Novice chests.
- Master Lockpicks are only found inside Adept chests.
- This means you need to work your way up the tiers to obtain a Master Lockpick, allowing you to open the highest pin chests, such as dungeon chests.
- All dungeon chests are now lockpickable, except boss chests which need a specific key.
- All dungeon chests are Master difficulty, with the highest number of pins.
- This means you must have 100 Lockpicking skill and to have obtained a Master Lockpick to pick open dungeon chests.
Skills
- Increased total experience required for all material lore skills.
AI
- Added new creatures for Sarducaa
- AI no longer loses defence based on level if below level 100, nor gains defence if they are above level 100.
Veterancy
- Added new Dunewalker Shroud cape in the account items that be unlocked using veterancy coins.
Crafting
- Added new craftable weapon heads for Sarducaa
- Added new craftable weapon handles for Sarducaa
- Added new craftable armors for Sarducaa
- New resource materials added for sarducaa