What’s New?
This patch brings the promised features of Sprint 1 on our latest Roadmap. It includes a massive update to combat quality of life and fluidity, an overhaul of mount stamina to make traveling the world more seamless, rideable bears and a new dungeon has appeared somewhere in Myrland.
That’s not all however! This is one of our most significant and impactful patches when it comes to gameplay changes.
New Light Armor
- A new set of craftable light armor is now obtainable.
New Dungeon
- A brand new dungeon, Melisar’s Vault, has been added to the world!
Combat Mode and Quick Swap
- A secondary weapon set is added to the character sheet. You can Quick Swap to the second set at any time using the icon or the new keybind in the game settings.
- You can also quick-equip a weapon from the hotbar or inventory during combat mode.
- Equipped items in the actionbar are now highlighted. Items equipped in your secondary weapon set have a softer highlight.
- The slots in the secondary set are considered new equipment slots and are treated the same way as the primary set when updating stats like weight calculations.
- You can now drag-drop equipment into their dedicated slots to replace them.
- Changing combat mode is now faster.
- Changing combat mode or equipment has a 1 second cooldown for changing again.
- The user can start using weapons 1 second after entering combat mode or switching weapons.
- Reduced the time it takes to start eating & drinking from combat mode from 2s to 1.5s.
Combat Input Queueing
- You can now hold down a combat input during an action and the input will register as soon as your current action has ended. This applies to melee, archery and the magic 'Cast Last Spell' / 'Cast Last Spell Self' keybinds. This allows you to do things such as holding your block keybind while mid swing, to automatically start blocking when your swing has ended, as well as cast a spell and hold down your "Cast Last Spell" keybind to automatically cast the spell repeatedly while holding the key.
- Added a new toggle setting in the Gameplay settings tab called "Feint and Block", which when active will allow you to tap your block keybind to feint while you are charging a swing, or block while idle.
- You can now hold down your attack keybind and tap the Feint key to auto Feint and start a new attack without releasing your attack keybind.
- Holding the Feint keybind will now prevent a new attack from starting until it is released.
- You can now charge an attack from the blocking state.
- Added a setting in the Gameplay panel for enabling Legacy combat for players who do not want to enable the input queue system.
Ranged Combat
- You can now hold 50 arrows in your quiver, up from 25.
- Improved responsiveness with bows by fixing a one frame mismatch between the crosshair and the release of the arrow.
Magic Combat
- You can now change the target mode of a spell mid charge/casting by pressing "Cast Last Spell" for Target cast and "Self Cast" for Self cast.
- The crosshair will now show if the spell you are casting is targeting yourself or someone else.
- Arms are now swaying a bit while moving and casting spells, the same animation as with melee weapons. This is only visual and does not affect aiming.
Melee Combat
- Weapon durability now affects damage if below 20% durability, down from 50%. There's also a more noticeable change in damage once the threshold is passed.
- Updated the animations and visual effects for blocks and parries to make them easier to see.
- Parry effects should no longer end up outside the screen for larger weapons.
- Shields now gain stamina when successfully parrying. The amount of stamina gained scales with shield weight, where lighter shields gain more stamina than heavy shields.
- The time a swing is released is now used to define if a hit should get parry attack bonus damage. This should fix the issue of heavier and slower weapons not dealing full damage after a parry.
Mounted Combat
- You can now mount and dismount while in combat mode.
- Mounts now all regenerate stamina at the same rate.
- Mounts now regenerate stamina slowly while in 3rd speed.
- Mounts now only drain stamina while in 4th speed (boost).
- Mount armor no longer affects stamina regeneration.
- Mount swim speed & stamina regeneration is now 1/4 of what it's on land.
- Mounts have been rebalanced and have different maximum stamina amounts.
- Swift riding now reduces stamina degeneration by 5%(which only happens during boost mode).
- Horse ability 'Spur On' now regenerates 100 stamina per second and lasts 2 seconds.
- Fixed a bug that made melee weapons do way more damage than expected when used on mounts. This was common when jousting with lances.
- Fixed issue that made lances hit twice from a mount sometimes.
Other Combat Changes
- Push is now a dedicated button, default keybind B. The old input for push using Block+Attack has been removed.
- The Push action now costs 10 stamina.
- Added an extra +10kg of carry weight for everyone.
- You no longer need to be holding CTRL to eat food or drink potions from the actionbar.
- Unarmed combat now plays a swing sound.
- Weapon swings now have a subtle trail effect.
- Improved the hit effects when hitting a training dummy.
- Player arms will now avoid intersecting with walls and other characters in first person view.
- You are now forced out of combat mode if you try to use an unsupported weapon.
- Fixed a bug where the delay from eating food/drinking potions could be bypassed in combat mode by spamming the consume action.
- Fixed a bug in mercy mode where the "Hold R to suicide" prompt would flash repeatedly.
Guilds and Territory Control
- Keep owners now get 80% (up from 50%) of the upkeep from houses in their area added to their treasury every time the house pays upkeep.
- Players cannot enter supply towers anymore.
- Fixed an issue that would cause a new guild leader to not be selected when the current one left or disappeared.
- Fixed an issue allowing members of the same rank to promote/demote each other.
Bear Mounts
- Black Bears, Brown Bears, White Bears and undead versions from rituals are now mountable except for young bears.
- Updated the appearance for bear bags to work with mounted players. This update affects the White, Black and Brown Bears and their young, adult and alpha stages.
- Adjusted movement animations for bears to work better for mounted players.
- Fixed issue where the movement animations for some bears were sliding on the ground.
Gore
- Humanoids can now lose limbs when they die.
- Increased the time dead players and humanoid corpses stay in the world.
- You can now change how long player bodies stay on the ground with ‘Player Corpse Stay Time’ in the video settings.
- Non-player humanoids that are killed now stay longer in the world before being despawned.
- Remade all blood and hit effects in the game.
- Improved effects and feedback when executing humanoids.
- Humanoids that get executed with an arrow to the head now react more violently.
- Humanoids now show an increasing amount of blood on their body the lower their health is.
- You now get blood added to your body when you execute something or someone.
Mounts and Pets
- Increased attack distance of the Molva to avoid it standing inside you.
- Fixed issue where mounts would bob up and down quickly in water when near the surface level.
- Fixed broken swimming animations for Molva beasts.
- Fixed issue where the out of world correction did not work for mounted players. The player would be pushed away from the mount instead of correcting the mount itself.
- Fixed UI bug where you could not right-click pet equipment to unequip.
Characters, AI and NPCs
- Spawned Illusionist copies will no longer give Glory.
- Updated attack animations and hit timings for multiple creatures that were too hard for players to read and block.
- Improved elbow flaring while pushing vehicles and other weird poses due to IK.
- Improved some IK wobble during combat transitions.
- Improved animation blending while swinging weapons and looking up or down.
- Restored the login effect for other players.
- Remade the spawn animation for loot bags.
- Fixed an issue with the Campodon Statue vendor where he would accept other items than gold in the trade window.
- Fixed issue where Rotten Walkers would fall limp to the ground instead of reacting to the killing blow when another player kills them
- Fixed a navmesh issue in Undercroft dungeon that could get Ai stuck in the roof near stairs.
- Fixed issue where the death sound of a player would not be heard when killed in mercy mode.
- Fixed bug where if AI HP regen was zero, AI would not gain health during leash.
- Fixed bug causing AI HP regen to sometimes not tick as often as it should.
- Fixed issue where AI did not show an arrow when drawing a bow.
- Fixed issue with groups of AI that would not fully stop when reaching a player. They would often vibrate back and forth on the spot.
Etherworld
- Fixed issue where the player arm in the Etherworld would not point in the camera direction when using Kau beams.
- Fixed an issue where spirit sounds were playing in the living world.
- Fixed issue with summoned spirits ending up above the caster.
Magic Balance
- Ember[list]
- Increased damage from 22-27 to 25-28
- Decreased cast time from 1.4s to 1.0s
- Adjusted damage ratio from 75% blunt : 25% burn to be 50% blunt : 50% burn
- Increased chance to ignite from 10% to 25%
- Increased damage from 22-27 to 25-28
- Decreased cast time from 1.4s to 1.0s
- Adjusted damage ratio from 75% pierce : 25% frost to be 50% pierce : 50% frost
- Increased chance to apply chilled from 20% to 25%
- Removed Lodestone Powder reagent cost
- Changed Purified Water reagent cost to normal Water
- Adjusted Granum Powder reagent cost from 2 to 1
- Adjusted Granum Pile reagent cost from 2 to 1
- Changed Purified Water reagent cost to normal Water
- Changed Purified Water reagent cost to normal Water
- Removed Lodestone Powder reagent cost
- Removed Coal reagent cost
- Increased damage from 22-28 to 28-32
Items and Trinkets
- New players no longer start with the default map since you no longer need an item to see the map.
- Fixed issue where the Oghmir pipe could be used while eating. Pipe now stops the eating behavior.
- Fixed issue when drinking potions your "taps to consume" 1 unit didn't count for the first two seconds if you were in combat mode.
Skills and Clade Gifts
- Fixed clade gift 'Alvarin sight' not showing its cooldown.
- Fixed issue with mining/woodcutting. Sometimes you would need to redraw your weapon or move away from the attempted gathering spot in order to stop your action from getting cancelled.
UI and Interactions
- Added key combinations to make using the vendor slider to decide how much you want to buy easier:[list]
- Holding left alt will switch the range of the slider to 1-500 instead of 1-10k
- Holding left ctrl will make the values increase in steps of 25
- Holding left shift will make the values increase in steps of 5
Lighting, Weather and Environment
- Changed the light intensity for placeable camp fires.
- Updated lighting for many dungeons
- The Krampos house has been rebuilt.
- Boss room doors at spider queen are now less transparent.
- Added missing logout zone at Risar Hideout.
- You can no longer stand on the wall at the invisible bridge in the necro dungeon. If you fall, you are dead.
- Fixed light issues in cave north of meduli
- Fixed light issues in one of the clothos cave entrances
- Fixed a gap in the mino dungeon
- Fixed some parts on the Grizzly Extraction device that were rotating when they should not.
- Fixed flying vegetation in some area
- Fixed multiple spots where players could get stuck in the landscape.
Frame Generation
- Added a new window for Frame Generation Settings in the video settings tab with a detailed explanation for each frame generation setting.
- Frame Generation can now be turned off completely in the engine and is the default setting. This is recommended for users experiencing crashes with frame generation. Frame Generation was previously forced to AMD or NVIDIA. The previous Frame Generation toggle only enabled the generation but did not disable it in the engine.
- Some users experience GPU crashes with AMD FSR3 Frame Generation. This issue affects multiple games and is not exclusive to Mortal Online 2. Please try the new Frame Generation settings under the AMD method. The crash dumps we receive do not have enough information for us or the team at AMD to isolate the issue. We would be grateful for any feedback by those who are affected in the community.
Game Performance
- Force engine garbage collection on main map transitions to ensure the UObject count does not explode from logging out and back into the game. Large UObject counts are bad and cause game hitches during garbage collection and can even crash the game if the UObject count gets too large.
- Some minor adjustments to level streaming performance.
- Some minor animation optimizations to improve CPU performance.
Server and Networking
- Optimized server code for auto-stacking items when you pick up a new item.
- Fixed issue that would create small spikes of delay on certain parts of the server.
Known Issues
- Some parts of the landscape might turn invisible, but they're still there. We're waiting on Unreal Engine 5.4 to fix this.
- We are aware of the login issue that some players are experiencing and are focusing on getting it fixed in the coming days with a hotfix.
- 3rd person player gore is currently not showing as intended, meaning you will not see limbs fall of from another player unless you killed him/her. It does however work for AI.