Mortal Online has been released?

Think you will find thats actaully oblivion :D

Thanks, I did think about oblivion but then thought, nah it's a video blog about Mortal Online so why would they show a footage from Oblivion. Ofcourse then they go on to show Fallout 3 footage and Age of Chivelry so who know's what was going through their heads.

Still an option to always have a small crosshair displayed at all times would be a cool thing to have. Anyhow, I'll hopefully get to try the game out myself in a day or so as I have the downloader running away in the background.
 
Yeah ive no idea why they put that footage there is quite misleading, although i didnt have sound on (at work).

Think we are supposed to be getting a patch this evening, anyone know what time ? guess it will be down quite a while..........
 
Yeah ive no idea why they put that footage there is quite misleading, although i didnt have sound on (at work).

Think we are supposed to be getting a patch this evening, anyone know what time ? guess it will be down quite a while..........

Atleast it wasn't Darkfall footage, though Darkfall seems to be progressing quite nicely from what I hear and see.

Is there a link to the information about tonights MO patch?
 
Version 1.17.30.43 – Release
2010-06-29


Patch Size: ~190 MB


Notice: We can't stress this enough. When the launcher is running the patch installer, let it run its course. It will take some time to apply the patch and it might seem like the installer is doing nothing, but it is working. If you reboot or kill the patcher process you run the risk of corrupting you installation, forcing you to do a full reinstall.


------ FEATURES ------
- Depleting nodes (Trees and Rocks) are now implemented. The trees and rocks will not disappear when depleted, they re-spawn materials over time.
- Constructible Crafting Workbenches are now implemented. Skilled Engineers can now construct Armor, Bow, Shield and Weapon workbenches in houses.


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


General:
- Rebuilt and rebalanced most of the armor defense calculations including calculations for shields.
- It now takes 40 seconds to log out when you are not in a guard-zone.
- You will now load other players even when they are far away.
- Handle-hits have been tweaked and should not occur as often.
- You no longer get a timer when you press 'Use' without a valid target.
- Tweaked some update settings on the server side to give you more fluid updates.
- Your weapons will now lose durability when you hit NPCs.
- Your weapons will now lose durability when you hit houses.
- Several books have been removed from the official libraries.
- Special Library vendors have been added in several locations both in towns and in the wild.
- Armor, Bow, Shield and Weapon workbench blueprints have been added to the workbench vendors.
- Armor, Bow, Shield and Weapon workbench construction skill books have been added to the official libraries.


AI & Mounts:
- Shore Prowers and River Prowers added to the world.
- For tamers to increase the taming knowledge, they now need to find creatures that are within their skill level of taming. Its no longer possible to gain any taming skill experience on creatures that are too low for your skill level.
- A tamers pet should now always appear at the last position it was located before a server reboot.
- Its no longer possible to gain creature control skill when issuing pet commands. There are now books for Creature Control skill all the way to max level.
- Aggressive and Passive mindsets does now require a certain skill level in creature control for each creature.
- Pets that are either newly tamed or transfered should now always have the defensive mindset as default.
- Pets will now more correctly handle mindset changes.
- When pets gets discouraged from a battle, they will change into a passive mindset.
- Pets should now generally be braver and their courage only affected by their current target, their own state and the support of their tamer.
- Already discouraged pets should now avoid to start attack at all, even if they are commanded to do so.
- Removed white spaces in pet messages.
- Message added to the tamer when transferring their pet to another player.
- You now have a base chance to not get knocked down when you get run into by a horse.
- Mounts now take 10 damage each time you run into another player causing a knockdown.
- Risars will now drop much less materials and more coins.


Art & Sound:
- An expedition camp can be found in the jungle.
- Closed Huergar gate added near Nereb Madgulu.
- Part of the northern mountain area has got a graphical update.
- New spider cave ambiance added.
- Palisades added around one more keep. More keeps will be getting palisades later on.
- Bushes that are great for hiding in have been added ( /b/ ).
- Clouds will now spawn higher and are darker at night.
- Increased the streaming distance in the Jungle (It feels more like a jungle now).


Housing:
- Houses now take less damage from attacks.
- Palisades will now become visible from further away.


Magic:
- Reagents will now be consumed even if you fizzle.


Skills & Attributes:
- When you increase or decrease points in attributes and skills you will now get a message about this in your chat log.
- Constitution now gives less Movement speed than Dexterity.
- Constitution now gives less Carry Ability than Strength.
- Material lore knowledge now adds to gathering yields.
- Concentration now gives you a 50% chance to avoid interrupt while being hit and casting magic.
- Knockdown resistance now gives you more resistance against getting knocked down.
- Blocking now gives you more resistance against getting knocked down (when blocking).
- A few new books for Material Lore can now be found.
- Fixed a bug that caused Mounted Archery to calculate the wrong amount of damage.
- Tweaked/Fixed the stamina-impact that the following skills have:
- Sprinting
- Blocking Endurance
- Combat Maneuvering
- Swimming
- Feint
- Controlled Riding
- Combat Movement


UI:
- You can now open/close UI windows while auto-running without stopping.
- Quantity numbers now have a black outline to make them easier to read.


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


General:
- Fixed the issue causing Red Flagged players turning Blue when entering keeps/houses.
- Fixed an issue with the murder count decrease timer. Its now functions as intended again.
- Possible fix for Weather Runaway Loop.
- Fixed an issue that prevented you from re-creating a character with the same name as a character you just deleted.
- Fixed an issue that prevented selling items with a full inventory from functioning as intended.
- Weight will now update properly when looting items.
- Weight will now update properly when splitting items.
- Fixed the issue that only gave you one torch/axe/sword when buying multiples of these items from the vendor.
- Fixed bandages so they actually heal you now.


AI & Mounts:
- Pets should no longer automatically be set to Passive mindset when taken out of a stable.
- Pets that lose all loyalty while their tamer is offline should now properly abandon their owner.
- Tamers should now properly be cleared of any pet data when transferring pets to other players.
- It should now at all times be possible to tame new creatures after having stabled a pet. It should no longer display that the tamer already has a pet.
- Bugs solved for pets that were Passive and set to attack and did not stop attacking when getting discouraged.
- Built Loyalty should now keep between mounting and dismounting for riders that have no taming skill.
- Pets should now be able to attack a tamers fellow guild members without getting them or their tamers flagged for it.
- It should no longer be possible to gain combat skill experience on pets.


Art & Sound:
- Fixed a few known stuck locations.
- Graphical issues fixed throughout Myrland.
- Night ambiance is back.
- Fixed a bug where raindrops were facing the wrong direction.
- Fixed some performance issues in Meduli.


Crafting:
- Fixed a bug that would use materials when attempting to craft items with a full inventory.


Housing:
- Fixed a crash caused by attempting to lock chests in unfinished constructions.


Magic:
- A spell caster should now be able to cast spells on targets close by. Spell casting aiming should now generally work better.
- It should now work better to cast spells while being mounted.
- Mind Blast will now correctly Flag the caster.
- Magic resistance messages are now displayed correctly.


Ranged Combat:
- Fixed a major calculation error that caused Bows to do very low to no damage vs armor.


Skills & Attributes:
- Primary skill point pool should now sum up correctly to 1000.
- Fixed an issue that caused skills to duplicate themselves. (Active Regeneration x9 anyone? )
- Skills should no longer reset to lower levels when traversing nodes or re-logging.
- Books should now give the correct message when you don't have high enough level to read them.
- Fixed a bug that displayed the amount of damage a player was dealing even though they did not have the Damage Assessment skill.
- Fixed an issue that incorrectly calculated the amount of starting attributes.
- Fixed an issue that prevented gathering of materials with a full inventory.
- Fixed an issue that allowed gathering to continue when exiting combat mode.
- Fixed an issue that allowed gathering to continue even though you were not facing the node.
- Fixed an issue that caused Advanced Engineering to gain more experience then intended.
- You will now stop Resting if you take damage from magic.


UI:
- The trade window will once again display the names of the players performing the trade.
- The Target Window will now correctly update flag and health changes without having to re-target the target.
- Fixed an issue that allowed players to remove items from the trade window without the accepted trade getting canceled. An accepted trade will get unaccepted if either player changes the items in the trade window.
- The Shift and Enter key can no longer be rebound in the key bindings window.
- Fixed a bug that did not allow Arrows to stack properly once split. They now stack up to 100, but only 25 can be equipped at a time, as intended.


------ KNOWN ISSUES ------
- Sticky Weapons are still being worked on. It will get patched asap.
- Crossing nodes with pets on follow is being worked on.
- The items turning into ??? issue is being worked on.
- Missing attributes points are being worked on.

* The missing bankers in meduli will be added in the morning, at the same time we will be doing some database-maintenance that should speed up the database access.

More issues can be found on the bug tracke
 
Will be interesting to see what depletable resources and weapon degrade does to prices now, going to be a lot harder for extractors now although demand for weapons should go up.
 
I was looking for some videos of MO on youtube the other day. Majority of them are beta vids though. But man this game is looking so good.

I really really want to buy this game :(

Can anyone deffo confirm that stealing stuff has deffo been disabled atm ? I was watching a vid that was from the beta of some dude going around and stealing peoples stuff. Looked like great fun I used to love being a thief in UO :p
 
The thief option is turned off at the moment (was on through beta), not sure when they plan on turning it back on again.
 
:( I think I will wait for a little while then, I really want to play a thief :p Hopefully they wont leave it disabled for to long.

Whats the population like at the moment also are there plenty of people around or is it a wasteland ?
 
Looked like great fun I used to love being a thief in UO :p

Haahhaa...I will never forget the time in UO where a guy called Stan The Man stole the keys for my house out of my backpack and looted my house clean of everything in it, all my armour and weapons and regs, even took all my furniture hehehe. Brilliant !

On the plus side, it spurred me into finally getting around to flattening my one room box house and replacing it with a 2 storey house :)

Another time someone stole the key to my personal ship from my backpack and stole my ship, I bought another ship and incredibly a couple of weeks later whilst sailing the open seas I actually stumbled across my original ship sat there rotting away. The cargo hold was of course now completely empty but was fantastic to find it. :)
 
hehe :) man those were the days. It was always great as a thief when you managed that BIG SCORE.... As you said getting someones keys was a lot of the time a gold mine :p

Man I miss that :( Was such a thrill cause you are stealing other peoples stuff not just from a npc or anything but someone who has worked to get that stuff just to have it stolen under their nose. Of course you could get caught then its ZOMG ive been made RUUUUUUUNNNNNNNNNNNNNN
 
hehe :) man those were the days. It was always great as a thief when you managed that BIG SCORE.... As you said getting someones keys was a lot of the time a gold mine :p

Man I miss that :( Was such a thrill cause you are stealing other peoples stuff not just from a npc or anything but someone who has worked to get that stuff just to have it stolen under their nose. Of course you could get caught then its ZOMG ive been made RUUUUUUUNNNNNNNNNNNNNN

Absolutely and in a way it was actually quite interesting being the victim too, I enjoyed that such a dynamic was within the game, even if I was the target.
 
I remember being a thieving little ***** in UO, was epic.

Can't wait for it to come in to MO, I'm going to jack everyone!
 
At first I hated the game, then I figured out how to get it running nice and slowly I have learned a little more about the mechanics and the total freedom for character development. So yes, now I`m loving the game. Sure its far from perfect but it has character and serious potential.

Oh, whilst reading the official forums a couple of days ago I kept seeing people referring to "Sausage lake". I hadnt at this point come across any lake shaped like a sausage and so delved a little more. You can find the explanation if you go to youtube and search for that phrase, it`s the 2nd link down :-)
The guy`s comments at end of vid cracked me up lol
 
Regarding the thieving, how do they balance that? Aren't you being endlessly pick-pocketed?

Bear in mind there are no real "penalties" in terms of the law, and death is merely a irritant, I don't understand how they'd balance the risk/reward system. As the gains, or "rewards" are potentially very high and have a big impact on someone, wheres the big "risk"? So you get caught, guy kills you - so what? Come back after resurrection and try again?
 
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