A persistent sandbox world. No classes or levels. Train the skills you want for your own unique build. Player-driven trade, economy, and housing. Millions of crafting combinations. First-person immersive combat. Exploration. Bosses. Full loot, full PvP. The world of Nave is yours - who will you be?
[h2]The PTR servers are once again open to the public![/h2]
[b]How to Access the UE5 PTR[/b]
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[*] Open your Steam client and right click Mortal Online 2 in your games library.
[*] Click ‘Properties’
[*] Click ‘Betas’ on the left
[*] Using the ‘Beta Participation’ dropdown menu, click on the Mortal Online PTR branch.
[*] Your Steam client will then patch your game over to the test branch, and if the servers are up already you will be free to log in as normal.
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[b]Optimizations[/b]
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[*] Buildable placement rewritten which massively improved the performance. Placing a worst case stronghold should no longer cripple client performance.
[*] Fixed a level streaming issue where large volumes in sublevels caused a large loading stall, for example Morin Khur had a half second loading stall.
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[b]Guilds and Territory Control[/b]
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[*] Fixed a rare login issue that made it so that guild related commands would not work.
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[b]Buildings and Placement[/b]
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[*] Remade buildable placement mode to make it more robust and fix multiple issues.
[*] Fixed issue where upgrading a building would sometimes not be allowed.
[*] Fixed issue where some placement obstruction messages would not show up.
[*] Fixed issue where some TC NPCs and building decorations would block an upgrade.
[*] Fixed issue where water would block placement even when it was detected under ground.
[*] Fixed issue where etherworld characters could block placement.
[*] Updated multiple obstruction messages to clarify the reason why a building cannot be placed.
[*] All tiers of a building are now shown at the same time. Future upgrades have a weaker form.
[*] Placement will now show in red if the base tier or a future upgrade is blocked.
[*] You can now adjust a building after a placement has been set using left click drag.
[*] The placement UI is now centered under the crosshair instead of the top right corner.
[*] Buildables now display their floor level as a bright line to assist with height adjustment.
[*] Siege tents and machines now ignore ground foliage when being placed.
[*] Made it easier to place stationary siege machines on stronghold roofs.
[*] Outdoor stairs no longer block placement when going into high ground.
[*] Buildings can now be placed on uneven or rocky ground as long as the foundation is connected with the ground and the environment is not sticking through the floor.
[*] Priest Shrines can no longer be placed too close to another Priest Shrine.
[*] Supply Storage now needs to be inside guild territory, if it is not it will lose health just like all other guild structures.
[*] Fixes a few meshes where the foundation of buildings were floating because the mesh did not match the full foundation depth.
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[b]Magic[/b]
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[*] Fixed issue where Crawling Hands gave a buff named “DEFAULT”.
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[b]Mounts and Pets[/b]
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[*] Fixed issue where you get multiple messages saying you gained 1 Glory when using pets in combat.
[*] Fixed wrong hurt sound on Risen Molvas to not sound like Springboks.
[*] AI will now prefer to attack the rider of a mount over the mount itself.
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[b]Characters, AI and NPCs[/b]
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[*] Adjusted ranged bandits so they run backwards at a slower, more reasonable speed.
[*] Fixed issue where etherworld spirits sometimes spawned the etherworld effect for players.
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[b]UI and Interactions[/b]
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[*] Fixed items in the "items you are buying" section, not displaying all valid information in the vendor.
[*] Inviting someone to a bounty no longer says their own name invites them to sign a bounty contract.
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[b]Lighting, Weather and Environment[/b]
[list]
[*] Various texture and model fixes in the world.
[*] Fixed broken water appearance in MK sewers.
[*] Foliage wind behavior should now be more stable when the weather changes.
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