Last Thursday on September 15th at 7 PM UTC Henrik hosted his regular weekly stream over on Twitch.
Henrik hosted a social fishing event in Toxai during the stream, where many players gathered around the docks and tents to fish and have fun talking to new people.
Our master fisherman Squirrelly was a gracious host to many enjoyable festivities and challenges throughout the stream, and we are very thankful for his contributions in making not just this event, but the world of Nave better for having him.
Henrik also held his usual lengthy Q&A session during the stream, answering many questions from the community, as well as giving away one free Steam copy of Mortal Online 2.
The stream has been archived on our YouTube channel, with some handy chapters and timestamps in the description!
Craftable Fishing Rods
Henrik showed some variations of craftable fishing rods during the stream, which the keen eyed among you may remember seeing back in the beta. These rods unfortunately didn’t make it into the game for the launch, but are still coming. They may look quite a bit different when they do make it in however, as we want a bit more variation for them based on the different clades.
As with the other crafting systems in Mortal Online 2, different rods made of different materials will have varying stats that affect their effectiveness while fishing.
New Roadmap & Streaming Schedule
We have made various changes to how we develop and roll out our patches. Just recently we changed our code submission program to have a better foundation for faster hot fixes if needed. Our last patch, and the patch just around the corner, have been focused on mostly bug fixes and optimizations, with some sprinkles of new content. We are still finalizing what will make it in, but we will soon have a roadmap again with what each patch will have in store.
We also want to improve the streams Henrik does on Thursdays, with a more concise schedule and shorter stream hours so they are more digestible.
Territory Control & Siege Machines
We are now very close to finishing the designs of the art assets for the siege machines, and we are also close to finalizing the design of the sieging and territory control mechanics.
As soon as these are ready, you can expect to see some dedicated streams for them.
Domination May be Fixed Next Patch
For a while now there has been a persistent bug with the domination skill that doesn’t allow you to dominate all the creatures that should be dominate-able, with the only one being the Coralis Crab.
Thankfully, we have been testing a potential fix for this which is set to be in the next patch.
Implementing the entire knockdown system will require lots of animation work as well as code support for it to work smoothly, which is of course crucial for a system so closely tied to PvP.
As many of you know, we need to prioritize different animation work based on current needs due to our animator-manpower bottleneck. We are actively looking to hire new animators to help relieve some of this load, but we do understand the desire for this important feature and we hope to get there soon.
World Events & Dynamic Hotspots
We are planning to add dynamic world events such as meteors that land on Myrland creating hotspots for player interaction after territory control and sieging, as they are connected to each other and it makes the most sense to implement them shortly after TC is finished.
We also see that in our last Reddit feedback thread for general feedback, the want for more small scale TC related PvP hotspots was our most upvoted feedback suggestion.
You can check out that thread here.
Risen Pet Balance
We will continue to make adjustments to ritual pets over time as needed.
We have had many reports of Risen Celaenos being too powerful which we see, and we will likely make an adjustment to them.
Combat Balance & “Spinning”
We do plan to address this problem, as it is not our desire to have the combat in high level duels stay this way long term.
However, we do not want to simply remove the spinning and animation hiding tactics without providing solid combat mechanics to replace the offensive power and damage dealing potential that they serve.
We do have plans for what these replacements will be, however such changes need to undergo extremely rigorous testing to not negatively affect group fights, while also being compatible with our finely tuned swing normalization system that allows real time combat to be possible at all on a global server.
Once we get closer to working on this and we have verified what is possible and will work with our systems, we will detail all of the planned changes for community feedback.
Whether you’re a longtime fan of Mortal Online 2 or a newcomer in the world of Nave, dive into the vault with Henrik on Thursdays at 7:00 PM UTC to get your questions answered by the CEO and game designer.
See you in Nave,
The Star Vault Team