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Thread: New Patch for Oct 11

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    Default New Patch for Oct 11

    http://www.mortalonline.com/forums/5...d-release.html

    Mortal Online new build

    This next patch is going to update Mortal Online to a new build of both the Unreal Engine and the network solution. This will allow us to finally solve our current critical issues we could not solve within the old build. This is an important step which had placed most of our planned feature development on hold while this build was prepared.

    We have been running a separate test server in parallel to the live server in order to be able to properly test this new build before going live with it. Unfortunately, we have not been able to do this before. Thanks to a very dedicated testing team, we have ironed out the most critical bugs in the new build. We’d like to extend our thanks to the test team who helped us with this.

    The feature section below lists that which has been added with the new build; a little information about each area will be explained on our website on Monday. This new build is planned to go live on Monday 11th of October. Some updates to the list may come on Monday.


    ------ New build FEATURES ------

    • New build on both the network solution and Unreal Engine.
    • Native 64 bit OS support with improved memory management.
    • Direct X 10 support and general performance increase.
    • Added high resolution textures on all creatures and the world of Nave.
    • Overall optimization and performance increase in the world of Nave.
    • The majority of trees in Nave are now powered by SpeedTree.
    • Flash user-interface support .
    • New lightning system which gives better performance on shadows and an improved visual effect throughout the game.
    • Navmesh system implemented into the build.
    • Expanded server side checks and included protocols to verify legal in-game actions for players.
    • A prediction and interpolation system is now in place for more precise movement.


    ------ ADDITIONS & CHANGES ------

    General:

    - Rebalanced the crafting of armors: the materials used to make the armor now have a much greater impact on the final durability.
    - All players should now correctly have their armor on when dying rather than sometimes dying naked.
    - Increased the overall stamina regeneration.

    AI & Mounts:

    - AI will now move out of the way if they bump into another AI in order to avoid desynchronization with the server.
    - All mounts have received an increase overall speed.

    Art & Sound:
    - South East Cantari region has recaived a large environmental change.
    - Optimized city static torches.
    - Optimized Toxai city.
    - Added an extra bank deposit NPC in every blue city for better accessibility.
    - Added cloth movement ambiance in Fabernum.
    - Added props in Bakti.
    - Added props in Fabernum.
    - Added props in Morin Khur.
    - Added silver/gold/cuprum coins to all guild merchants.
    - Underwater propping and fish added in most populated areas.
    - Removed Campodon spawners close to the keep in the east Cantari region.
    - Removed a Belbus spawner close to Fabernum.
    - Molva beast spawner north of Nereb Magdulu has been moved to a more safe location.
    - Gib sounds received a small amount of polish.
    - Kranesh got an overhaul.

    Combat (taking a step towards the same results we had in combat beta):
    - Added support for code driven hit-feedback when a player gets hit, rather than the 3 hit animations we used to have.
    - Rebuilt the corpse system, gibs falling from players and corpses, in general, should now work much better.
    - Added more blood to players who loses a limb.
    - Added decals and sound when a copped of limb/body hits the ground.
    - Players who lose their head will now see their last 4 seconds of life from the perspective of their bouncing head, rather than from their body.
    - All blocking animations are now true animations rather than code-driven.
    - Boosted the amount of damage which heavier weapons inflict.
    - Increased the minimum amount of time you need to draw a bow before you can release.
    - Reduced the amount of stamina you lose when swinging a melee-weapon.
    - Added a new special move: the overhead swing.

    Housing & Guilds:
    - Palisade gates no longer require upkeep.
    - Everyone can now stable a pet at other players’ houses for a fee of 1 silver; the silver will be placed in the house owner’s chest.

    Skills & Attributes:
    - The Sprinting skill now only reduces stamina usage while sprinting.
    - The foot-speed skill now adds to your maximum sprinting speed.
    - Breathing Technique now adds to your overall movement speed out of combat.
    - Rebuilt how much HP you regenerate when recovering from mercy-mode with the subsisting skill.
    - The initial hitpoints which you have after resurrection are now calculated by spiritism.
    - Rebuilt calculation on how much HP you regenerate while resting with active regeneration.

    UI:
    - Scaleform/Flash is now supported and we have started to use this system for the library user interface.


    ------ BUG FIXES ------

    General:
    - Fixed an exploit with storage.
    - Screen dragging is fixed.

    AI & Mounts:
    - Various bugs and performance fixes with pets and mounts have been resolved.

    Art & Sound:
    - Fixed several graphical bugs in Fabernum.
    - Fixed several stuck spots in the mountains north of Nereb Madgulu.
    - All static torches which play a sound by daytime should now play at night time instead.
    - Gib sounds are now correctly spatialized.
    - Landing sounds are now correctly spatialized.
    - Female characters should now play all sounds when fishing.
    - Fixed some flying props in the eastern steppe.

    Combat:
    - Blocking Endurance stamina bug is fixed.

    Housing & Guilds:
    - Buying siege weapons should now work properly once again.
    - When searching for houses, the ghost house should no longer disappear when you get close to them.
    - Fixed a bug where some guild war flags didn't update at all.
    - Fixed a bug where the first guild war declared didn't get both guilds flags set correctly.
    - Fixed a bug where guild war flags didn't get updated correctly at war end.
    - Fixed a bug where guild war flags didn't get updated correctly at war start.
    - Fixed a bug where territory control votes did not get properly recounted and ownership therefore did not get set.

    UI:
    - Fixed the Input bug on the create guild window.
    - Fixed the typos on GoldCoin SilverCoin CuprumCoin; they are now named Gold Coin, Silver Coin and Cuprum Coin.

    Quote Originally Posted by Avienda View Post
    The world as we know it would split into two.
    Some would use it to better their lives and the other half would use it for facebook.
    Quote Originally Posted by Kheiron;
    Let all who threaten us share the experience of their deaths.
    Shared dream, shared knowledge, shared existence.

  2. #2
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    Default Re: New Patch for Oct 11

    Looks like it just might live up to the 'epic patch' its been called

    Native 64 bit OS support with improved memory management.
    Direct X 10 support and general performance increase.
    Added high resolution textures on all creatures and the world of Nave.
    Overall optimization and performance increase in the world of Nave.
    The majority of trees in Nave are now powered by SpeedTree.
    Flash user-interface support .
    New lightning system which gives better performance on shadows and an improved visual effect throughout the game.
    Navmesh system implemented into the build.

    Quote Originally Posted by Avienda View Post
    The world as we know it would split into two.
    Some would use it to better their lives and the other half would use it for facebook.
    Quote Originally Posted by Kheiron;
    Let all who threaten us share the experience of their deaths.
    Shared dream, shared knowledge, shared existence.

  3. #3
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    Default Re: New Patch for Oct 11

    Yeah hoping with this in place we can start getting a little more content and allow us to have bigger battles.
    <Oromea|Tais> What is the meaning of life, answer in 25 words or less.
    <Oromea|Vadriel> get drunk, make babies and die. 6 words Tais!

    Quote Originally Posted by Calania View Post
    ....I suspect Tais may have saved my life on some occasions

  4. #4
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    Default Re: New Patch for Oct 11

    Are you guys experiencing lag with big battles? Like in days of old DF`?
    Quote Originally Posted by Calania View Post
    No, it's awesome, I can reach out and touch Eildryn whenever I want

    Quote Originally Posted by Raemythrah View Post
    Who says avi won't try having her nipples electrocuted? ;D


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